Sonic (SSBU)/Up aerial
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Overview[edit]
A scissor kick. Its very large auto-cancel window makes it deceptively safe and easy to avoid even its fairly low landing lag. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, it is a viable KOing option near the upper blast line, especially as a follow-up from Spring Jump. Both hits don't always connect very reliably however. Despite this, the move still possesses good combo potential should the second hit land. It also has the lowest start up (tied with forward aerial) of Sonic's aerials, coming out on frame 5.
Update history[edit]
- Up aerial's second hit has an additional hitbox below Sonic, allowing it to connect more reliably from the first hit.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1-4 |
---|---|
Hit 1 | 5-7 |
Hit 2 | 14-15 |
Ending autocancel | 16- |
Interruptible | 40 |
Animation length | 54 |
Landing lag[edit]
Interruptible | 14 |
---|---|
Animation length | 21 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
Trivia[edit]
- The immediate auto-canceling of this move is a coding error caused by the wrong type of timing function being used. In the move's scripts, the second hit is deleted on frame 16, then a timer with a count of 11 is placed in the next line for the auto-cancel window. However, this is an asynchronous timer, which enables the auto-cancel on frame 11, rather than a synchronous timer, which would enable it 11 frames after the hitboxes are deleted (on frame 27). As a result, the auto-cancel is instead enabled on frame 16, as the line is still read after the timer for deleting the hitboxes.
- This was also the case for the move in Brawl and Smash 4.
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