SSBU Icon.png

Villager (SSBU)/Neutral attack/Hit 1

Hitbox visualization showing Villager's first jab.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

Update HistoryEdit

  8.0.0

  •   It has a higher hitstun modifier (2 → 7).
  •   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.
  •   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.

HitboxesEdit

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   Forward 20 25 0   2.5 top 0.0 5.5 6.5 to 7.5 1.2× 0.8× 0%               Punch   All All             +7 frames
1 0 0 1.0% 0   Forward 15 10 0   3.0 top -1.5 5.5 to 4.5 11.0 1.2× 0.8× 0%               Punch   Fighter only All            
2 0 0 1.0% 0   Forward 15 10 0   3.0 top 1.5 5.5 to 4.5 11.0 1.2× 0.8× 0%               Punch   Fighter only All             +7 frames
3 0 0 1.0% 0   Forward 15 10 0   3.0 top 0.0 5.5 to 4.5 11.5 1.2× 0.8× 0%               Punch   All All            

TimingEdit

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
                                                         
                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Continuable
  
Earliest continuable point
 
Interruptible