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| {{ArticleIcons|ssbu=y}} | | {{ArticleIcons|ssbu=y}} |
| [[File:IsabelleUSmash.gif|thumb|300px|Hitbox visualization showing Isabelle's up smash.]] | | [[File:IsabelleUSmash.gif|thumb|300px|Hitbox visualization showing Isabelle's up smash.]] |
| | {{competitive expertise}} |
| ==Overview== | | ==Overview== |
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| Isabelle blows a whistle, which spawns a stop sign shooting up in front of her. When [[sweetspot]]ted and without [[rage]], it [[KO]]s middleweights from ground level at around 110%, making it quite powerful, while also being fast with a [[startup]] of 9 frames. However, due to largely being vertical [[hitbox]]es with limited horizontal [[reach]], the move is difficult to land, and said lack of horizontal reach limits it ability to effectively [[punish]] [[out of shield]] despite the fast startup. Because the move's projectile properties bypass [[hitlag]], effectively giving Isabelle more frame advantage on hit, it can also [[combo]] into {{mvsub|Isabelle|SSBU|neutral aerial}}, {{mvsub|Isabelle|SSBU|up aerial}}, and {{mvsub|Isabelle|SSBU|forward aerial}} at low percents. | | Isabelle blows a whistle, spawning a stop sign in front of her. It kills middleweights at around 120% and has decent startup at frame 9, making it useful as an [[out of shield |out of shield punish]]. Because the move's projectile properties bypass [[hitlag]], it can also combo into neutral, up, and forward aerial at low percents. However, such properties also cause it to clank with opposing moves so long as her up smash isn't dealing 9% more than the move in question, weakening its [[Priority|priority]]. |
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| Can technically anti air, but is generally impractical for doing so. The foe would need to be at KO percent for it to be worth the risk, as landing the move on an aerial opponent would require a hard read. Only the 'sign' hitbox would hit, which takes longer to come out than the 'Isabelle' hitbox and would inflict slightly less total damage.
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| It is possible to utilize this move as a part of a high damage output shield break option, but timing is tight, and likely character dependent. Place a Lloid trap onto the ground, and push the dazed opponent into the trap by walking into the opponent. As soon as the trap is set off, perform her Up smash. Then, double jump and hit the opponent with Up air before the final hit of the activated Lloid Trap launches the foe away. If executed perfectly, with no move staling, upwards of 50 percent damage should have been dealt. It is extremely easy to miss one of the Up smash hits, or miss the Up aerial input entirely. Can confirm this works at least somewhat consistently on Donkey Kong.
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| Asides from [[Neutral air]], Up smash is Isabelle's only other practical [[out of shield]] option.
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| ==Update History== | | ==Update History== |