Editing Yoshi (SSB4)/Forward aerial
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{{ArticleIcons|ssb4=y}} | {{ArticleIcons|ssb4=y}} | ||
[[File:YoshiFAir.gif|thumb|270px|Hitbox visualization showing Yoshi's forward aerial.]] | [[File:YoshiFAir.gif|thumb|270px|Hitbox visualization showing Yoshi's forward aerial.]] | ||
{{technical data}} | |||
==Overview== | ==Overview== | ||
Yoshi's [[forward aerial]] is a downward headbutt. It is a slow but powerful attack that [[meteor smash]]es opponents at the nose. Upon striking opponents on the ground at low percentages, it has a chance to [[trip]] them. This attack can often be used as a combo finisher, either from a [[Yoshi (SSB4)/Forward throw|forward throw]] or [[Yoshi (SSB4)/Back throw|back throw]], an [[Egg Throw]] or a double-grounded [[Yoshi (SSB4)/Neutral attack|neutral attack]]. At higher percentages, striking a grounded opponent can provide the setup for a quick [[Yoshi (SSB4)/Up smash|up smash]] or [[Yoshi (SSB4)/Up aerial|up aerial]] | Yoshi's [[forward aerial]] is a downward headbutt. It is a slow but powerful attack that [[meteor smash]]es opponents at the nose. Upon striking opponents on the ground at low percentages, it has a chance to [[trip]] them. This attack can often be used as a combo finisher, either from a [[Yoshi (SSB4)/Forward throw|forward throw]] or [[Yoshi (SSB4)/Back throw|back throw]], an [[Egg Throw]] or a double-grounded [[Yoshi (SSB4)/Neutral attack|neutral attack]]. At higher percentages, striking a grounded opponent can provide the setup for a quick [[Yoshi (SSB4)/Up smash|up smash]] or [[Yoshi (SSB4)/Up aerial|up aerial]]. | ||
At the head, it deals impressive damage with high knockback growth, letting it KO middleweights at 108% while near the left/right blast zones of Final Destination in the 3DS version, and at 97% in the Wii U version. It is also capable of auto-canceling with a short hop, which allows it to function either as an approach option, or as a way to hinder approaches. While in the air, the attack can also combo into [[Yoshi (SSB4)/Neutral aerial|neutral air]], to hit opponents again at lower percentages, or the more common use of quickly delivering another attack if the forward aerial misses. | At the head, it deals impressive damage with high knockback growth, letting it to KO middleweights at 108% while near the left/right blast zones of Final Destination in the 3DS version, and at 97% in the Wii U version. It is also capable of auto-canceling with a short hop, which allows it to function either as an approach option, or as a way to hinder approaches. While in the air, the attack can also combo into [[Yoshi (SSB4)/Neutral aerial|neutral air]], to hit opponents again at lower percentages, or the more common use of quickly delivering another attack if the forward aerial misses. | ||
However, the attack is slow, coming out on frame 16, tying it with [[Yoshi (SSB4)/Down aerial|down aerial]] for the highest amount of start-up lag out of Yoshi's aerials. This extreme start-up lag demands precise timing to correctly land the attack, while taking into account Yoshi's aerial speed. If being used as a combo finisher, the timing requirement is less strict, but still requires the player to take into account Yoshi's aerial speed. Furthermore, if the attack is used offstage, Yoshi is potentially vulnerable to a counterattack due to the long ending lag of 24 frames, and in some cases may be left unable to get back on stage. In addition, while landing lag is slightly more forgiving having only 17 frames, it is still long enough to make the attack punishable if it misses. | However, the attack is slow, coming out on frame 16, tying it with [[Yoshi (SSB4)/Down aerial|down aerial]] for the highest amount of start-up lag out of Yoshi's aerials. This extreme start-up lag demands precise timing to correctly land the attack, while taking into account Yoshi's aerial speed. If being used as a combo finisher, the timing requirement is less strict, but still requires the player to take into account Yoshi's aerial speed. Furthermore, if the attack is used offstage, Yoshi is potentially vulnerable to a counterattack due to the long ending lag of 24 frames, and in some cases may be left unable to get back on stage. In addition, while landing lag is slightly more forgiving having only 17 frames, it is still long enough to make the attack punishable if it misses. | ||
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==Hitboxes== | ==Hitboxes== | ||
{{SSB4HitboxTableHeader}} | {{SSB4HitboxTableHeader}} | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
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|ks=90 | |ks=90 | ||
|fkv=0 | |fkv=0 | ||
|r= | |r=10.2 | ||
|bn=13 | |bn=13 | ||
|xpos=10.2 | |xpos=10.2 | ||
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|- | |- | ||
!Animation length | !Animation length | ||
| | |68 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=15}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=23}}{{FrameStrip|t=Interruptible|c= | {{FrameStrip|t=Lag|c=15}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=23}}{{FrameStrip|t=Interruptible|c=25}} | ||
|- | |- | ||
{{FrameStrip|t=Autocancel|c=3}}{{FrameStrip|t=Blank|c=36}}{{FrameStrip|t=Autocancel|c= | {{FrameStrip|t=Autocancel|c=3}}{{FrameStrip|t=Blank|c=36}}{{FrameStrip|t=Autocancel|c=29}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||