Editing Kirby (SSB)/Up tilt

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
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 3: Line 3:
==Overview==
==Overview==
[[File:Kirby Up Tilt Hitbox Smash 64.gif|thumb|The hitbox of Kirby's u-tilt.]]
[[File:Kirby Up Tilt Hitbox Smash 64.gif|thumb|The hitbox of Kirby's u-tilt.]]
Kirby does a vertical kick. It is widely regarded as among the best attacks in the game, and maybe even the series, due to dealing high damage and knockback (14% during its first two frames and 10% for the rest of its duration), quick speed (hitting on frame 4 and being only 17 frames long, which is extremely fast and hard to counter) and its notably [[disjointed]] [[hitbox]] that covers the length of more than one Kirby both horizontally and vertically. These traits give the move excellent combo potential. It can easily chain into itself at lower percents (which can deal up to 70%+ depending on the [[weight]] and [[falling speed]] of the opponent) and at higher percents, it can easily lead into other moves such as back air or neutral air and it can lead to kill confirms; especially the late hit. The late hit can also lead into the clean hit (via [[pivot]]) at mid to high percents.
Kirby does a vertical kick. It is widely regarded as among the best attacks in the game, and maybe even the series, due to dealing high damage (14% clean, 10% late), quick speed (hitting on frame 4 and being only 16 frames long, which is extremely fast and hard to counter), ability to [[shield break combo|break shields]] via repeated use (which is very possible due to the quick speed and is guaranteed up close,) ability to [[combo]] (can chain into itself for up to 70%+ depending on the weight of the opponent and percent,) and it's notably [[disjointed]] [[hitbox]] that covers the length of more than one Kirby both horizontally and vertically. It can easily lead into other moves such as back air or neutral air and it can lead to kill confirms. The weak hit box also has uses as it leads to kill confirms and into the strong hitbox (via [[pivot]]) at mid to high percents though it is not as safe on shield. This move is considered to be the main reason Kirby hard counters fast fallers and heavyweights such as {{SSB|Captain Falcon}} and {{SSB|Fox}} as it leads to early easy edgeguards when combined with aerials. This also lends to Kirby having the strongest matchup in the game against {{SSB|Yoshi}} along with Captain Falcon as it can easily break double jump armor. Along with [[Kirby (SSB)/Back aerial|back air]] and [[Kirby (SSB)/Down aerial|down air]], these moves are the primary moves in Kirby's arsenal especially when combined with pivots.
 
The move's extreme speed and high damage also give up tilt incredible shield pressuring potential. A [[Stale-move negation|fresh]], clean up tilt leaves Kirby at +13/+14 frames (depending on if it hits on frame 4 or 5) against a shielding opponent while the late hit leaves him at anywhere from +9 to +14 depending on when it lands. Because of this, Kirby can very easily chain up tilts against a shielding opponent (who cannot do anything to avoid it) which can then lead into a {{mvsub|Kirby|SSB|forward smash}} for a [[shield break combo]]. However if the move is fully stale, it is only +8/+9 on shield (+4 - +9 for the late hit); which removes the move's ability to lead into a forward smash (although if the opponent is close enough, they cannot roll or jump quickly enough to avoid the forward smash if the clean hit lands, forcing them to take the hit either on hit or shield unless they have an [[intangible]] up special out of shield).
 
This move was considered to be the main reason Kirby hard countered fast fallers and heavyweights such as {{SSB|Captain Falcon}} and {{SSB|Fox}} as it leads to early easy edgeguards when combined with aerials. This also lends to Kirby having the strongest matchup in the game against {{SSB|Yoshi}} along with Captain Falcon although in the current metagame, Kirby's matchups against these characters aren't as strong as once thought due to advancements in their metagames. Along with [[Kirby (SSB)/Back aerial|back air]] and [[Kirby (SSB)/Down aerial|down air]], these moves are the primary moves in Kirby's arsenal especially when combined with pivots.


==Hitboxes==
==Hitboxes==
Line 82: Line 78:
|-
|-
!Animation length
!Animation length
|17
|16
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=6|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=6}}
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=6|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=5}}
{{FrameStripEnd}}
{{FrameStripEnd}}


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)