Editing Kirby (SSBU)/Neutral aerial

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:KirbyNAirSSBU.gif|thumb|500px|Hitbox visualization showing Kirby's neutral aerial.]]
[[File:KirbyNAirSSBU.gif|thumb|500px|Hitbox visualization showing Kirby's neutral aerial.]]
{{competitive expertise}}
==Overview==
==Overview==
Kirby spins around, performing somersaulting cartweels. It comes out on frame 8, tied with up aerial for the second fastest startup of his aerials. Thanks to its very minimal landing lag (6 frames), it’s safe on shield if used near the ground, and it’s great for shield pressure. It has a large hitbox that lasts for a long time becomes smaller and weaker with time, but even in the latest active frames, it's large enough to cover Kirby's entire body, and it's somewhat disjointed, giving him good protection when he uses it. As of patch 6.0.0, the clean hit on its first two active frames has very high knockback scaling and is strong enough to KO at around 110% at the ledge of Final Destination. Not only does this make it as strong as his back aerial, but this also makes it one of the strongest neutral aerials in the game, with its power being comparable to Samus’ neutral aerial. All these traits make it a powerful out of shield option. It has noticeable flaws though: it has the highest ending lag of Kirby's aerials, but this is compensated by its long active duration, and it autocancels later than the other aerial attacks, only doing so in a full hop. While it's not slow, it acts similarly to a sex kick, and its frame 8 startup causes it to have above average startup compared to aerials with similar properties.
Kirby spins around, performing somersaulting cartweels. It comes out on frame 8, tied with up aerial for the second fastest startup of his aerials. Thanks to its very minimal landing lag (6 frames), its safe on shield if used near the ground, and its good for shield pressure. It has a large hitbox that lasts for a long time becomes smaller and weaker with time, but even in the latest active frames, it's large enough to cover Kirby's entire body, and it's somewhat disjointed, giving him good protection when he uses it. As of patch 6.0.0, the clean hit on its first two active frames has very high knockback scaling and is strong enough to KO at around 110% at the ledge of Final Destination. Not only this makes it as strong as his back aerial, but this also makes it one of the strongest neutral aerials in the game, with its power being comparable to Samus's neutral aerial. All those traits make it a powerful out of shield option. It has noticeable flaws though: it has the highest ending lag of Kirby's aerials, but this is compensated by its long active duration, and it autocancels later than the oher aerial attacks, only doing so in a full hop. While it's not slow, it acts similarly to a sex kick, and its frame 8 startup causes it to have above average startup compared to aerials with similar properties.


==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{buff|It has less ending lag (FAF 63 → 55) and auto-cancels earlier (frame 56 → 51).}}
'''{{GameIcon|ssbu}} {{SSBU|6.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|6.0.0}}'''
*{{buff|It has less startup (frame 10 → 8) with its total duration reduced as well (FAF 55 → 53), and the clean hit has more knockback scaling (100 → 117), KOing under 150% from the center of {{SSBU|Final Destination}}.}}
*{{buff|Neutral aerial has less startup (frame 10 → 8) with its total duration reduced as well (FAF 55 → 53), and the clean hit has more knockback scaling (100 → 117), KOing under 150% from the center of {{SSBU|Final Destination}}.}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|42}}
{{HitboxTableTitle|Clean hit|24}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ShortHopDmgSSBU|10.0}}
|damage=10.0%
|angle=46
|angle=46
|bk=35
|bk=35
Line 22: Line 21:
|bn=hip
|bn=hip
|xpos=2.5
|xpos=2.5
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Body
|type=Body
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Mid hit|42}}
{{HitboxTableTitle|Late hit|24}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ShortHopDmgSSBU|8.0}}
|damage=8.0%
|angle=46
|angle=46
|bk=30
|bk=30
Line 37: Line 40:
|bn=hip
|bn=hip
|xpos=2.5
|xpos=2.5
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Body
|type=Body
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Late hit|42}}
{{HitboxTableTitle|Later hit|24}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ShortHopDmgSSBU|6.0}}
|damage=6.0%
|angle=46
|angle=46
|bk=30
|bk=30
Line 52: Line 59:
|bn=hip
|bn=hip
|xpos=2.5
|xpos=2.5
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Body
|type=Body
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Latest hit|42}}
{{HitboxTableTitle|Latest hit|24}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage={{ShortHopDmgSSBU|4.0}}
|damage=4.0%
|angle=46
|angle=46
|bk=30
|bk=30
Line 67: Line 78:
|bn=hip
|bn=hip
|xpos=2.5
|xpos=2.5
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Body
|type=Body
|effect=Normal
|sfx=Punch
|sfx=Punch
|slvl=S
|slvl=S
}}
}}
|}
|}
==Timing==
==Timing==
===Attack===
===Attack===
Line 82: Line 96:
|8-9
|8-9
|-
|-
!Mid hit
!Late hit
|10-13
|10-13
|-
|-
!Late hit
!Later hit
|14-18
|14-18
|-
|-
Line 109: Line 123:
===Landing lag===
===Landing lag===
{|class="wikitable"
{|class="wikitable"
!Interruptible
|7
|-
!Animation length
!Animation length
|21
|6
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Interruptible|c=15}}
{{FrameStrip|t=Lag|c=6}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}

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