Editing Corrin (SSBU)/Forward aerial

Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:CorrinFAirSSBU.gif|thumb|500px|Hitbox visualization showing Corrin's forward aerial.]]
[[File:CorrinFAirSSBU.gif|thumb|500px|Hitbox visualization showing Corrin's forward aerial.]]
 
{{competitive expertise}}
==Overview==
==Overview==
{{SSBU|Corrin}} performs a simple, downward sword swing. This move is a staple in Corrin's neutral, with incredible range and shield safety. Given the low [[FAF]], it can also be used multiple times in a single jump. The high active frames also make it deceptively easy to land, and the hitbox range is exceptional. As a result, it can be seen as a premier forward aerial.
Forward aerial is very plus on hit, allowing it to combo in multiple different ways. When used with a [[SHFF]] at 0%, it can confirm options such as [[Dragon Lunge]], enabling its host of mixups or a forward kick. However, rising with the move enables forward aerial chains, which can lead into Corrin's exceptional juggle game. These can often lead to ~50% combos.
However, its startup being frame 9 is slightly below average for an aerial of its nature. Using the move multiple times in a jump can leave Corrin vulnerable due to the noticeable endlag on a rising forward aerial. Corrin's [[air speed]] also holds back the move's range. It is also very poor for edgeguarding due to being designed for juggle combos, with the upward launch and poor [[KO]] potential helping opponents if anything. Back aerial is usually used instead in this case. These issues are, however, extremely minor and do little to hurt the move's success.
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
*{{buff|Corrin can grab ledges faster after using forward aerial (62 frames → 60).}}
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Forward aerial deals more damage (7.5% → 9%), with knockback scaling compensated (99 → 87).}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=9.0%
|damage=7.5%
|angle=65
|angle=65
|af=3
|bk=40
|bk=40
|ks=87
|ks=99
|fkv=0
|fkv=0
|r=4.0
|r=4.0
Line 38: Line 25:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=9.0%
|damage=7.5%
|angle=65
|angle=65
|af=3
|bk=40
|bk=40
|ks=87
|ks=99
|fkv=0
|fkv=0
|r=4.0
|r=4.0
Line 57: Line 43:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=9.0%
|damage=7.5%
|angle=65
|angle=65
|af=3
|bk=40
|bk=40
|ks=87
|ks=99
|fkv=0
|fkv=0
|r=4.0
|r=4.0
Line 75: Line 60:
}}
}}
|}
|}
==Timing==
==Timing==
===Attack===
===Attack===
The move enables ledge grabs from both sides starting on frame 60.
{|class="wikitable"
{|class="wikitable"
!Initial autocancel
!Initial autocancel
Line 108: Line 91:
|-
|-
!Animation length
!Animation length
|16
|36
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Interruptible|c=8}}
{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Interruptible|c=28}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}}

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)