Pyra (SSBU)/Neutral special

Pyra neutral special hitbox visualizations.	Pyra neutral special hitbox visualizations.	Pyra neutral special hitbox visualizations.	Pyra neutral special hitbox visualizations.	Pyra neutral special hitbox visualizations.
One rotation 	 	 	 	
 	 	 	 	
Two rotations 	 	 	 	
 	 	 	 	
Three rotations 	 	 	 	
 	 	 	 	
==Overview==
==Hitboxes==
All hits before the last use three different types of scripts depending on Pyra's vertical speed at the time the hitboxes come out. The scripts below show the hitboxes used for a vertical speed higher than -0.1, with changes for other cases being displayed in headers below.
===One rotation===
! Hitstun
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|—
|}
====Changes to aerial-only hitboxes based on vertical speed====
*ID order: 0/1/5/3/2/7/6/4/8 → 0/5/1/3/7/2/6/8/4
*Between -0.1 and -0.4:
**Angles:
***Front hit 1: 100°/70°/120°/95°/140°/110° → 30°/340°/100°/130°/110°/180°
***Back hit 1: 100°/70°/120°/95°/140°/110° → 270°/250°/230°/270°/210°/150°
***Front hit 2: 100°/40°/120°/95°/140°/110° → 280°/230°/240°/180°/210°/150°
**Fixed knockback:
***Front hit 1: 40/130/50/130/60/130 → 30/10/30/35/40/40
***Back hit 1: 40/130/50/130/70/130 → 30/30/30/30/70/30
***Front hit 2: 30/60/45/60/60/60 → 30/30/45/30/70/30
*Lower than or equal to -0.4:
**Angles:
***Front hit 1: 100°/70°/120°/95°/140°/110° → 30°/40°/100°/130°/135°/170°
***Back hit 1: 100°/70°/120°/95°/140°/110° → 270°/40°/230°/130°/210°/170°
***Front hit 2: 100°/40°/120°/95°/140°/110° → 280°/230°/240°/180°/210°/150°
**Fixed knockback:
***Front hit 1: 40/130/50/130/60/130 → 30/10/30/35/60/50
***Back hit 1: 40/130/50/130/70/130 → 30/30/30/30/70/30
***Front hit 2: 30/60/45/60/60/60 → 30/30/45/30/70/30
===Two rotations===
! Hitstun
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|—
|}
====Changes to aerial-only hitboxes based on vertical speed====
*ID order: 0/1/5/3/2/7/6/4/8 → 0/5/1/3/7/2/6/8/4
*Between -0.1 and -0.4:
**Angles:
***Front hit 1: 100°/340°/120°/130°/120°/140° → 40°/200°/200°/130°/180°/140°
***Back hit 1: 100°/70°/120°/130°/120°/140° → 270°/270°/200°/250°/190°/220°
***Front hit 2: 100°/270°/120°/130°/140°/140° → 270°/230°/220°/220°/190°/220°
***Back hit 2: 100°/70°/120°/130°/120°/140° → 270°/220°/200°/130°/190°/220°
***Front hit 3: 100°/70°/120°/140°/140°/160° → 270°/270°/260°/140°/240°/160°
**Fixed knockback:
***Front hit 1: 30/10/40/40/40/50 → 60/10/10/40/50/50
***Back hit 1: 20/40/30/40/30/50 → 70/40/10/40/50/50
***Front hit 2: 20/40/30/40/30/50 → 60/30/10/40/50/50
***Back hit 2: 10/40/20/40/20/50 → 70/40/10/40/50/50
***Front hit 3: 10/40/20/40/20/50 → 70/40/50/40/50/50
*Lower than or equal to -0.4:
**Angles:
***Front hit 1: 100°/340°/120°/130°/120°/140° → 40°/40°/200°/130°/180°/170°
***Back hit 1: 100°/70°/120°/130°/120°/140° → 270°/40°/200°/130°/190°/170°
***Front hit 2: 100°/270°/120°/130°/140°/140° → 270°/40°/220°/130°/190°/170°
***Back hit 2: 100°/70°/120°/130°/120°/140° → 270°/220°/200°/130°/190°/220°
***Front hit 3: 100°/70°/120°/140°/140°/160° → 270°/270°/260°/140°/240°/160°
**Fixed knockback:
***Front hit 1: 30/10/40/40/40/50 → 60/10/10/20/50/25
***Back hit 1: 20/40/30/40/30/50 → 70/10/10/20/50/25
***Front hit 2: 20/40/30/40/30/50 → 60/10/10/20/50/25
***Back hit 2: 10/40/20/40/20/50 → 70/40/10/40/50/50
***Front hit 3: 10/40/20/40/20/50 → 70/40/50/40/50/50
===Three rotations===
! Hitstun
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|+10 frames
|—
|}
====Changes to aerial-only hitboxes based on vertical speed====
*ID order: 0/1/5/3/2/7/6/4/8 → 0/5/1/3/7/2/6/8/4
*Between -0.1 and -0.4:
**Angles:
***Front hit 1: 100°/340°/120°/130°/120°/110° → 40°/340°/200°/210°/180°/190°
***Back hit 1: 100°/70°/120°/130°/120°/140° → 220°/250°/200°/210°/190°/220°
***Front hit 2: 100°/70°/120°/130°/140°/140° → 270°/240°/220°/220°/190°/220°
***Back hit 2: 100°/70°/120°/130°/140°/140° → 270°/250°/240°/250°/190°/140°
***Front hit 3: 100°/70°/120°/130°/140°/140° → 280°/250°/210°/250°/190°/140°
***Back hit 3: 100°/70°/120°/130°/140°/140° → 270°/250°/200°/250°/190°/140°
***Front hit 4: 100°/270°/120°/140°/140°/140° → 270°/270°/210°/250°/210°/140°
**Fixed knockback:
***Front hit 1: 40/10/50/40/50/130 → 60/10/10/30/50/50
***Back hit 1: 30/40/40/40/40/50 → 70/30/10/30/10/10
***Front hit 2: 30/40/40/40/40/50 → 60/30/10/30/50/50
***Back hit 2: 20/40/30/40/30/50 → 70/30/10/40/50/50
***Front hit 3: 20/40/30/40/30/50 → 60/30/10/40/50/50
***Back hit 3: 10/40/20/40/20/50 → 70/30/10/40/50/50
***Front hit 4: 15/40/25/40/25/50 → 70/40/50/40/50/50
*Lower than or equal to -0.4:
**Angles:
***Front hit 1: 100°/340°/120°/130°/120°/110° → 40°/40°/200°/130°/180°/170°
***Back hit 1: 100°/70°/120°/130°/120°/140° → 220°/40°/200°/130°/190°/170°
***Front hit 2: 100°/70°/120°/130°/140°/140° → 270°/40°/220°/130°/190°/170°
***Back hit 2: 100°/70°/120°/130°/140°/140° → 270°/250°/240°/250°/190°/140°
***Front hit 3: 100°/70°/120°/130°/140°/140° → 280°/250°/210°/250°/190°/140°
***Back hit 3: 100°/70°/120°/130°/140°/140° → 270°/250°/200°/250°/190°/140°
***Front hit 4: 100°/270°/120°/140°/140°/140° → 270°/270°/210°/250°/210°/140°
**Fixed knockback:
***Front hit 1: 40/10/50/40/50/130 → 60/10/10/20/50/25
***Back hit 1: 30/40/40/40/40/50 → 70/10/10/20/50/25
***Front hit 2: 30/40/40/40/40/50 → 60/10/10/20/50/25
***Back hit 2: 20/40/30/40/30/50 → 70/30/10/40/50/50
***Front hit 3: 20/40/30/40/30/50 → 60/30/10/40/50/50
***Back hit 3: 10/40/20/40/20/50 → 70/30/10/40/50/50
***Front hit 4: 15/40/25/40/25/50 → 70/40/50/40/50/50
===Differences for 's Copy Ability===
*
==Timing==
The move needs to be charged for at least 12 frames for two rotations, and at least 27 frames for three rotations, with a maximum hold time of 40 frames. The frame strips for two and three rotations take this minimum charge time into account.
===One rotation===
Charges between 	9-10
Front hits (from release) 	13-15, 27-29 (4-6, 18-20)
Back hit (from release) 	21-23 (12-14)
Final hit (from release) 	35-41 (26-32)
Interruptible (from release) 	59 (50)
Animation length (from release)	109 (100)
===Two rotations===
Charges between 	9-10, 21-22
Front hits (from release) 	28-30, 41-43, 51-52 (7-9, 20-22, 30-31)
Back hits (from release) 	35-37, 46-48 (14-16, 25-27)
Final hit (from release) 	58-64 (37-43)
Interruptible (from release) 	82 (61)
Animation length (from release)	132 (111)
===Three rotations===
Charges between 	9-10, 36-37
Front hits (from release) 	43-45, 55-57, 65-67, 74-75 (7-9, 19-21, 29-31, 38-39)
Back hits (from release) 	49-51, 60-62, 70-72 (13-15, 24-26, 34-36)
Final hit (from release) 	81-87 (45-51)
Interruptible (from release) 	105 (69)
Animation length (from release)	155 (119)
==Parameters==
Horizontal speed multiplier on startup 	0.5 (grounded)0.6 (aerial)
Vertical speed on startup (upward) 	0
Friction on startup 	0.1 (grounded)0.008 (aerial)
Air acceleration multiplier while charging	0.2
Air speed multiplier while charging 	0.6
Gravity multiplier while charging 	0.7
Falling speed multiplier while charging 	0.55
Duration of one rotation 	19 frames
Minimum charge for two rotations 	12 frames
Minimum charge for three rotations 	27 frames
Maximum hold period 	40 frames
Vertical speed multiplier when unleashed 	0.02
Friction when unleashed 	0.05
Falling speed when unleashed 	0.8
Gravity speed when unleashed 	0.55
Horizontal speed while rotating 	0.25
Horizontal acceleration while rotating 	0.125
Speed multiplier upon ending 	0.02 (horizontal)0.8 (vertical)
Gravity multiplier upon ending 	0.8
Falling speed multiplier upon ending 	1.2
==Trivia==
*Flame Nova contains 3 unique hitbox scripts for its multi-hits, all possessing 6 variations (3 based on vertical speed, then duplicates with different Y offsets for Kirby), each with 9 hitboxes per hit. In total, this gives it 810 different hitboxes (813 counting the final hits), making it the move with the longest hitbox scripts in the game by a wide margin.
Category:Pyra (SSBU)
Category:Neutral special moves (SSBU)