Kirby (SSBU)/Neutral aerial: Difference between revisions
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==Overview== | ==Overview== | ||
Kirby spins around, performing somersaulting cartweels. It comes out on frame 8, tied with up aerial for the 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 | 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== |
Revision as of 17:22, January 18, 2020
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), 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
- 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 Final Destination.
Hitboxes
Timing
Attack
Initial autocancel | 1-3 |
---|---|
Clean hit | 8-9 |
Late hit | 10-13 |
Later hit | 14-18 |
Latest hit | 19-32 |
Ending autocancel | 49- |
Interruptible | 53 |
Animation length | 70 |
Landing lag
Animation length | 6 |
---|
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|