Super Smash Bros.

Kirby (SSB)/Up aerial: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
No edit summary
Line 4: Line 4:
[[File:Kirby Up Aerial Hitbox Smash 64.gif|thumb|The hitbox of Kirby's uair.]]
[[File:Kirby Up Aerial Hitbox Smash 64.gif|thumb|The hitbox of Kirby's uair.]]
[[File:Kirby Up Aerial Hitbox No Cancel Smash 64.gif|thumb|The landing hitboxes when not Z-cancelled.]]
[[File:Kirby Up Aerial Hitbox No Cancel Smash 64.gif|thumb|The landing hitboxes when not Z-cancelled.]]
Kirby spins around repeatedly in midair, dealing 10% [[damage]] and rather low [[knockback]], though its base knockback is decidedly high compared to Kirby's other aerials. This move is commonly referred to as '''Twinkle Star''', and would later become his neutral aerial from ''[[Melee]]'' onwards. The [[hitbox]], while small, has a very long duration, somewhat counteracting the move's relative sluggishness. If Kirby lands during the move without [[Z-cancel]]ling it, there will be an extra landing hitbox. However, due to the lag, it is still recommended to Z-cancel the move. Due to its low utility in [[combo]]s, the move is rare to be seen, though it occasionally sees use on [[platform]]s for shield pressure. The Kirby main Alpha(CL) from Chile was well known for his use with this move.
Kirby spins around repeatedly in midair, dealing 10%-6% [[damage]] depending on when it hits and somewhat high [[set knockback]]. This move is commonly referred to as '''Twinkle Star''', and would later become his neutral aerial from ''[[Melee]]'' onwards. The [[hitbox]], while small, has a very long duration; lasting the entire animation once it activates, somewhat counteracting the move's relative sluggishness. If Kirby lands during the move without [[Z-cancel]]ling it, there will be an extra landing hitbox. However, due to the lag, it is still recommended to Z-cancel the move. Due to its low utility in [[combo]]s as well as inability to KO and its slow startup and ending lag, the move is rare to be seen, though it occasionally sees use on [[platform]]s for shield pressure. The Kirby main Alpha(CL) from Chile was well known for his use with this move.


{{technical data}}
In the Japanese, the move is slightly better due to its clean hit dealing 12% damage and its mid hit dealing 9% damage although since the move has set knockback, this does not have a significant impact.
 
{{technical data|<br>NTSC-J hitbox tables. Landing hit may not be correct}}
 
==Hitboxes==
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Early*|19}}
{{SSB64HitboxTableRow
|id=0
|damage=12%
|angle=361
|bk=10
|ks=100
|fkv=100
|r=105
|bn=5
|ypos=60
|effect=Normal
|slvl=M
|sfx=Punch
}}
{{HitboxTableTitle|Clean|19}}
{{SSB64HitboxTableRow
|id=0
|damage=10%
|angle=361
|bk=10
|ks=100
|fkv=100
|r=105
|bn=5
|ypos=60
|effect=Normal
|slvl=M
|sfx=Punch
}}
{{HitboxTableTitle|Mid|19}}
{{SSB64HitboxTableRow
|id=0
|damage=8%
|angle=361
|bk=10
|ks=100
|fkv=100
|r=105
|bn=5
|ypos=60
|effect=Normal
|slvl=M
|sfx=Punch
}}
{{HitboxTableTitle|Late|19}}
{{SSB64HitboxTableRow
|id=0
|damage=6%
|angle=361
|bk=10
|ks=100
|fkv=100
|r=105
|bn=5
|ypos=60
|effect=Normal
|slvl=M
|sfx=Punch
}}
{{HitboxTableTitle|Landing|19}}
{{SSB64HitboxTableRow
|id=0
|damage=3%
|angle=361
|bk=0
|ks=100
|fkv=80
|r=130
|bn=0
|effect=Normal
|slvl=M
|sfx=Punch
}}
|}
 
==Timing==
===Attack===
{|class="wikitable"
!Initial auto-cancel
|1-9
|-
!Early hit*
|
|-
!Clean hit
|10-17
|-
!Mid hit
|18-29
|-
!Late hit
|30-79
|-
!Ending auto-cancel
|46-
|-
!Animation length
|79
|}
 
<nowiki>*</nowiki> Due to what is presumably a programming error, the 10% hitbox is listed to start on frame 8 even though the hitboxes do not activate until frame 10. Because of this, the script immediately skips to the 10% hitbox and so the early 12% hit never occurs. It's likely that the early hit was meant to be active from frames 10-17 but due to a timing error (with a frame timer being used instead of a wait timer), it never comes out. Even stranger, the same error exists for the move in ''Melee'' where it became his neutral aerial, suggesting the code was copied and the error was never caught despite the altered hitbox properties/durations.
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=7|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=12|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=50|s=HitboxChangeE}}
|-
{{FrameStrip|t=Autocancel|c=9}}{{FrameStrip|t=Blank|c=36}}{{FrameStrip|t=Autocancel|c=33}}
{{FrameStripEnd}}
 
===Landing lag===
{|class="wikitable"
!Hitboxes
|1-3
|-
!Animation length
|20
|-
!L-cancelled animation length
|4
|}
 
{{FrameStripStart}}
|Normal&nbsp;{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=17}}
|-
|L-cancelled&nbsp;{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Blank|c=16}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y}}


{{MvSubNavKirby|g=SSB}}
{{MvSubNavKirby|g=SSB}}

Revision as of 06:51, December 13, 2019

Overview

The hitbox of Kirby's uair.
The landing hitboxes when not Z-cancelled.

Kirby spins around repeatedly in midair, dealing 10%-6% damage depending on when it hits and somewhat high set knockback. This move is commonly referred to as Twinkle Star, and would later become his neutral aerial from Melee onwards. The hitbox, while small, has a very long duration; lasting the entire animation once it activates, somewhat counteracting the move's relative sluggishness. If Kirby lands during the move without Z-cancelling it, there will be an extra landing hitbox. However, due to the lag, it is still recommended to Z-cancel the move. Due to its low utility in combos as well as inability to KO and its slow startup and ending lag, the move is rare to be seen, though it occasionally sees use on platforms for shield pressure. The Kirby main Alpha(CL) from Chile was well known for his use with this move.

In the Japanese, the move is slightly better due to its clean hit dealing 12% damage and its mid hit dealing 9% damage although since the move has set knockback, this does not have a significant impact.


Data.png This article or section may require additional technical data.
The editor who added this tag elaborates:
NTSC-J hitbox tables. Landing hit may not be correct

You can discuss this issue on the talk page or edit this page to improve it.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Early*
0 0 12% 0 Sakurai angle 10 100 100 105 5 0 60 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch
Clean
0 0 10% 0 Sakurai angle 10 100 100 105 5 0 60 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch
Mid
0 0 8% 0 Sakurai angle 10 100 100 105 5 0 60 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch
Late
0 0 6% 0 Sakurai angle 10 100 100 105 5 0 60 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch
Landing
0 0 3% 0 Sakurai angle 0 100 80 130 0 0 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch

Timing

Attack

Initial auto-cancel 1-9
Early hit*
Clean hit 10-17
Mid hit 18-29
Late hit 30-79
Ending auto-cancel 46-
Animation length 79

* Due to what is presumably a programming error, the 10% hitbox is listed to start on frame 8 even though the hitboxes do not activate until frame 10. Because of this, the script immediately skips to the 10% hitbox and so the early 12% hit never occurs. It's likely that the early hit was meant to be active from frames 10-17 but due to a timing error (with a frame timer being used instead of a wait timer), it never comes out. Even stranger, the same error exists for the move in Melee where it became his neutral aerial, suggesting the code was copied and the error was never caught despite the altered hitbox properties/durations.

FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag

Hitboxes 1-3
Animation length 20
L-cancelled animation length 4
Normal  FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
L-cancelled  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Auto-canceling
Autocancel