Editing Piranha Plant (SSBU)/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 2: Line 2:
[[File:PiranhaPlantUTilt.gif|thumb|400px|Hitbox visualization showing Piranha Plant's up tilt.]]
[[File:PiranhaPlantUTilt.gif|thumb|400px|Hitbox visualization showing Piranha Plant's up tilt.]]
==Overview==
==Overview==
Piranha Plant shakes its head quickly upward. The move comes out fairly fast, and lingers long without a late hit, which, when combined with the head intangibility, makes the move a potent anti-air. It doesn't provide much hit advantage with the sweetspot at early percents, but can possibly lead into a grab if the opponent uses a slow option to attempt to hit Piranha Plant. At slightly higher percents, it can combo into itself, or forward tilt, and can combo into aerials at mid to high percents. At much higher percents, the sweetspot is able to kill, killing around the same percents as up throw, without [[DI]]. It is also able to reach the lower platforms of {{SSBU|Battlefield}}, making it a decent [[sharking]] tool occasionally.
Piranha Plant shakes its head quickly upward. The move comes out fairly fast, and lingers long without a late hit, which, when combined with the head intangibility, makes the move a potent anti-air. It doesn't provide much hit advantage with the sweetspot at early percents, but can possibly lead into a grab if the opponent uses a slow option to attempt to hit Piranha Plant. At slightly higher percents, it can combo into itself, or forward tilt, and can combo into aerials at mid to high percents. At much higher percents, the sweetspot is able to kill, killing around the same percents as its up throw, without [[DI]]. It is also able to reach the lower platforms of {{SSBU|Battlefield}}, making it a decent [[sharking]] tool occasionally.


However, this move is not without its flaws, as it lacks horizontal range especially below, making it risky to use if the opponent isn't approaching vertically. Another issue with the move is that the sourspot on the stem has priority over the head hitbox, which can make the move kill inconsistently, although it provides better hit advantage at lower percents due to its increased base knockback. It is best suited as an anti-air mostly, as a result. By far the most prominent issue, however, comes from the attempted speed buff in 8.0.0, which erreneously altered the animation to provide a hurtbox extension and making the move have significantly more trouble hitting behind. This makes it a much more risky anti-air than it was prior to the attack speed buffs, as it is possible to extend the hurtbox and have it be beaten out by even moves like [[Snake (SSBU)|Snake]]'s up aerial. Due to this, it is better to aim with the latter active frames, where the hurtbox extension is not present.
However, this move is not without its flaws, as it lacks horizontal range especially below, making it risky to use if the opponent isn't approaching vertically. Another issue with the move is that the sourspot on the stem has priority over the head hitbox, which can make the move kill inconsistently, although it provides better hit advantage at lower percents due to its increased base knockback. It is best suited as an anti-air mostly, as a result.


==Update history==
==Update history==
Line 12: Line 12:
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|The move has less startup (frame 8 → 6), with its total duration reduced as well (FAF 29 → 27).}}
*{{buff|The move has less startup (frame 8 → 6), with its total duration reduced as well (FAF 29 → 27).}}
*{{nerf|Due to the [[frame speed multiplier]] used in the speed change, up tilt has much more trouble hitting behind, possesses a large hurtbox extension, and the final active frame dips lower, worsening its overall effectiveness as an anti-air.}}
*{{buff|It launches opponents at a higher angle (80°/85° → 85°/90°), improving both its combo and KO potential.}}
*{{buff|It launches opponents at a higher angle (80°/85° → 85°/90°), improving both its combo and KO potential.}}


Line 103: Line 102:


{{FrameStripStart}}
{{FrameStripStart}}
!Hitboxes {{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=8}}{{FrameStrip|t=Lag|c=13}}{{FrameStrip|t=Interruptible|c=28}}
|'''Hitboxes''' {{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=8}}{{FrameStrip|t=Lag|c=13}}{{FrameStrip|t=Interruptible|c=28}}
|-
|-
!Head and lips {{FrameStrip|t=Vulnerable|c=5}}{{FrameStrip|t=Intangible|c=8}}{{FrameStrip|t=Vulnerable|c=41}}
|'''Head''' {{FrameStrip|t=Vulnerable|c=5}}{{FrameStrip|t=Intangible|c=8}}{{FrameStrip|t=Vulnerable|c=41}}
{{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)