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Villager (SSBU)/Neutral attack/Hit 1: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:VillagerJab1SSBU.gif|thumb|500px|Hitbox visualization showing Villager's first jab.]]
[[File:VillagerJab1SSBU.gif|thumb|350px|Hitbox visualization showing Villager's first jab.]]
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Line 10: Line 10:


==Hitboxes==
==Hitboxes==
The scripts only specify hitstun modifiers for the ID 0 and 2 hitboxes, but they apply to all hitboxes [[Hitstun#List of moves with hitstun modifiers|due to a glitch]].
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
! Hitstun
! Hitstun
Line 16: Line 17:
|damage=1.0%
|damage=1.0%
|angle=361
|angle=361
|af=3
|bk=20
|bk=20
|ks=25
|ks=25
Line 36: Line 38:
|damage=1.0%
|damage=1.0%
|angle=180
|angle=180
|af=3
|hitbits=Fighter only
|bk=15
|bk=15
|ks=10
|ks=10
Line 56: Line 60:
|damage=1.0%
|damage=1.0%
|angle=180
|angle=180
|af=3
|hitbits=Fighter only
|bk=15
|bk=15
|ks=10
|ks=10
Line 76: Line 82:
|damage=1.0%
|damage=1.0%
|angle=361
|angle=361
|af=3
|bk=15
|bk=15
|ks=10
|ks=10
Line 95: Line 102:


==Timing==
==Timing==
Jab 1 also serves as part of Villager's rapid jab. Its frame data is unclear and thus omitted.
If Villager's first jab is used more than once, the move gains rapid jab properties, allowing him to repeatedly use the first and second hits if the attack button is held, and causing them to transition into a finisher otherwise.
 
{|class="wikitable"
{|class="wikitable"
!Hitboxes
!colspan=2|Hitboxes
|3-4
|3-4
|-
|-
!Earliest continuable
!rowspan=2|Jab 2 continuability!!Held on hit or tapped
|6
|6-22
|-
!Held without hitting
|8
|-
!colspan=2|Finisher transition
|7
|-
|-
!Interruptible
!colspan=2|Interruptible
|22
|22
|-
|-
!Animation length
!colspan=2|Animation length
|29
|29
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=16|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=8}}
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1|e=LagContinuableS}}{{FrameStrip|t=Lag|c=1|e=LagContinuableM}}{{FrameStrip|t=Lag|c=1|e=LagContinuableM}}{{FrameStrip|t=Lag|c=14|s=LagContinuableE}}{{FrameStrip|t=Interruptible|c=8}}
|-
{{FrameStrip|t=Blank|c=5}}{{FrameStrip|t=Continuable|c=17}}{{FrameStrip|t=Blank|c=7}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|earliestcontinuable=y|continuable=y|interruptible=y}}


{{MvSubNavVillager|g=SSBU}}
{{MvSubNavVillager|g=SSBU}}
[[Category:Villager (SSBU)]]
[[Category:Villager (SSBU)]]
[[Category:Neutral attacks (SSBU)]]
[[Category:Neutral attacks (SSBU)]]

Latest revision as of 17:00, July 26, 2022

Hitbox visualization showing Villager's first jab.
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You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Update History[edit]

Super Smash Bros. Ultimate 8.0.0

  • Buff It has a higher hitstun modifier (2 → 7).
  • Buff It has larger hitboxes (2.5u/2.5u/2.5u → 2.5u/3u/3u/3u), with an additional hitbox that launches opponents towards Villager like the previous farthest hitbox. Both of these hitboxes cover different spots in the Z-axis (X offset: 0u → -1.5u—1.5u), making them less likely to miss opponents during certain animations.
  • Buff It uses extended hitboxes, with the closest one stretching horizontally (Z offset: 6.5u → 6.5u—7.5u) and the rest stretching vertically (Y offset: 5.5u → 5.5u—4.5u), improving its range.

Hitboxes[edit]

The scripts only specify hitstun modifiers for the ID 0 and 2 hitboxes, but they apply to all hitboxes due to a glitch.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Hitstun
0 0 0 1.0% 0 Sakurai angle Forward 20 25 0 HitboxTableIcon(False).png 2.5 top 0.0 5.5 6.5 to 7.5 1.2× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +7 frames
1 0 0 1.0% 0 AngleIcon180.png Forward 15 10 0 HitboxTableIcon(False).png 3.0 top -1.5 5.5 to 4.5 11.0 1.2× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png Fighter only All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 1.0% 0 AngleIcon180.png Forward 15 10 0 HitboxTableIcon(False).png 3.0 top 1.5 5.5 to 4.5 11.0 1.2× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png Fighter only All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +7 frames
3 0 0 1.0% 0 Sakurai angle Forward 15 10 0 HitboxTableIcon(False).png 3.0 top 0.0 5.5 to 4.5 11.5 1.2× 0.8× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Hand).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

If Villager's first jab is used more than once, the move gains rapid jab properties, allowing him to repeatedly use the first and second hits if the attack button is held, and causing them to transition into a finisher otherwise.

Hitboxes 3-4
Jab 2 continuability Held on hit or tapped 6-22
Held without hitting 8
Finisher transition 7
Interruptible 22
Animation length 29
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableM).png FrameIcon(LagContinuableM).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
FrameIcon(Interruptible).png
Interruptible