Wii Fit Trainer (SSBU)/Dash attack: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:WFT Dash Attack.gif|400px|thumb | [[File:WFT Dash Attack.gif|400px|thumb|Hitbox visualization showing Wii Fit Trainer's dash attack.]] | ||
==Overview== | |||
Wii Fit Trainer performs the Gate pose, sliding forward and striking with both arms. This move is arguably Wii Fit Trainer's most adept zone breaking tool aside from her projectiles: it comes out fast (on frame 6), stays out for a fairly long time, and has excellent horizontal reach to the point of being somewhat [[disjointed]]. Although not the most potent kill move, the clean hit of dash attack is one of Wii Fit Trainer's best options for closing out a stock when the opponent is holding on at particularly high percents. Dash attack also has the highest base knockback out of all of Wii Fit Trainer's moves, and as a result it powers up [[Header]]'s ball the most by hitting it, increasing the ball's speed, damage, and knockback greatly. Overall, dash attack is a great burst option that helps Wii Fit Trainer cover a good distance in a very short period of time, and as such is useful for catching and punishing opponents in situations where no other move would connect. | |||
== Update history == | == Update history == | ||
Line 8: | Line 11: | ||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
!Shieldstun | ! Shieldstun | ||
{{HitboxTableTitle|Clean hit|42}} | {{HitboxTableTitle|Clean hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=10.0% | |damage=10.0% | ||
|angle=50 | |angle=50 | ||
Line 24: | Line 26: | ||
|zpos=5.0 | |zpos=5.0 | ||
|type=Hand | |type=Hand | ||
|ff=1.0 | |ff=1.0 | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
| | |1.3× | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=10.0% | |damage=10.0% | ||
|angle=50 | |angle=50 | ||
Line 47: | Line 44: | ||
|zpos=3.0 | |zpos=3.0 | ||
|type=Hand | |type=Hand | ||
|ff=1.0 | |ff=1.0 | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
| | |1.3× | ||
{{HitboxTableTitle|Late hit|42}} | {{HitboxTableTitle|Late hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=6.0% | |damage=6.0% | ||
|angle=65 | |angle=65 | ||
Line 71: | Line 63: | ||
|zpos=5.0 | |zpos=5.0 | ||
|type=Hand | |type=Hand | ||
|ff=1.0 | |ff=1.0 | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
| | |1.8× | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=6.0% | |damage=6.0% | ||
|angle=65 | |angle=65 | ||
Line 94: | Line 81: | ||
|zpos=3.0 | |zpos=3.0 | ||
|type=Hand | |type=Hand | ||
|ff=1.0 | |ff=1.0 | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
| | |1.8× | ||
|} | |} | ||
==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" |
Latest revision as of 10:29, April 12, 2023
Overview[edit]
Wii Fit Trainer performs the Gate pose, sliding forward and striking with both arms. This move is arguably Wii Fit Trainer's most adept zone breaking tool aside from her projectiles: it comes out fast (on frame 6), stays out for a fairly long time, and has excellent horizontal reach to the point of being somewhat disjointed. Although not the most potent kill move, the clean hit of dash attack is one of Wii Fit Trainer's best options for closing out a stock when the opponent is holding on at particularly high percents. Dash attack also has the highest base knockback out of all of Wii Fit Trainer's moves, and as a result it powers up Header's ball the most by hitting it, increasing the ball's speed, damage, and knockback greatly. Overall, dash attack is a great burst option that helps Wii Fit Trainer cover a good distance in a very short period of time, and as such is useful for catching and punishing opponents in situations where no other move would connect.
Update history[edit]
- Dash attack has less ending lag (FAF 43 → 39).
Hitboxes[edit]
Timing[edit]
Clean hit | 6-8 |
---|---|
Late hit | 9-13 |
Interruptible | 39 |
Animation length | 57 |
Lag time |
Hitbox |
Hitbox change |
Interruptible |
|