Super Smash Bros.

Samus (SSB)/Up tilt: Difference between revisions

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==Overview==
==Overview==
Samus raises her leg high and drops it like an axe, with the attack consisting of two hits; the first deals 8%, and the second deals 13%. This means it can deal a maximum of 21% damage. This attack is unique because it can hit opponents behind, and at the start of the move, above Samus. It also has long [[range]] both above and in front of Samus. The move in general is somewhat slow, however, with high [[startup]] and [[ending lag]]. Its startup is usually too much to allow the move to be used in most combos at lower percentages. It has some situational use in normal [[combo]]s, and is particularly useful against large characters, since the hits can connect easily on them to rack up high damage. It can additionally hit and [[edgeguard]] characters hanging on the [[edge]], due to its hitbox extending below the platform; its decent horizontal knockback makes it a viable way to [[gimp]] opponents.
Samus raises her leg high and drops it like an axe, with the attack consisting of two hits; the first deals 8% and very low kncokback, and the second deals 13% and higher horizontal knockback. This attack hits above Samus at the beginning and in front of her at the end. It has decent [[range]] both above and in front of Samus and it even has some range behind Samus.
 
The move in general is very slow, however, with high [[startup]] and [[ending lag]]. The early hit comes out on frame 8 which is not too slow but the late hit does not come out until frame 25, which is incredibly slow for a tilt attack. Its very high startup lag means that the move can easily be avoided on reaction and the opponent can punish Samus during its startup. To make matters worse, the move has a clean hit and a late hit rather than two different sets of hitboxes so if the Samus player connects the first hit, they cannot land the second hit at all. The early hit is unsafe on shield and it is even punishable on hit until high percents, making it detrimental to hit. This also means that while the move can be used as an anti-air, it is completely useless for this purpose, as Samus can be punished for landing it. The second hit is stronger and more rewarding but its knockback isn't even that strong for an up tilt, especially considering is abysmal speed. The second hit does give Samus a decent amount of frame advantage on shield but it isn't quite extreme enough to lead into Samus strong shield pressure and its slow speed means that the opponent can avoid shielding it in the first place.
 
Its only potential use is for edgeguarding. The move launches opponents horizontally and it can hit characters hanging on the [[edge]], due to its hitbox extending below the platform, so it can be used for this purpose. However, its slow speed makes it difficult to land even in this situation and Samus' has much faster options which do the same thing but more effectively such as down tilt and down aerial. It can also lead into followups if the opponent hits a wall due to its fairly low ending lag but in a tournament setting, the chances of Samus hitting the opponent with the move and the opponent ledge DIing the move on [[Dream Land]] into a potential followup are extremely low.
 
Overall, Samus' up tilt is not only one of Samus' worst moves but also one of the worst moves in the game. The move does not work properly, it is way too slow and the reward for landing it is too low at best and downright punishing at worst. As a result, the move is almost never used in competitive play. Interestingly, {{SSB|Captain Falcon}} possesses a near identical up tilt although his is superior in almost every way being faster, stronger and it actually has two sets of hitboxes, giving his up tilt some use.


==Hitboxes==
==Hitboxes==

Revision as of 13:50, April 14, 2021

Overview

Samus raises her leg high and drops it like an axe, with the attack consisting of two hits; the first deals 8% and very low kncokback, and the second deals 13% and higher horizontal knockback. This attack hits above Samus at the beginning and in front of her at the end. It has decent range both above and in front of Samus and it even has some range behind Samus.

The move in general is very slow, however, with high startup and ending lag. The early hit comes out on frame 8 which is not too slow but the late hit does not come out until frame 25, which is incredibly slow for a tilt attack. Its very high startup lag means that the move can easily be avoided on reaction and the opponent can punish Samus during its startup. To make matters worse, the move has a clean hit and a late hit rather than two different sets of hitboxes so if the Samus player connects the first hit, they cannot land the second hit at all. The early hit is unsafe on shield and it is even punishable on hit until high percents, making it detrimental to hit. This also means that while the move can be used as an anti-air, it is completely useless for this purpose, as Samus can be punished for landing it. The second hit is stronger and more rewarding but its knockback isn't even that strong for an up tilt, especially considering is abysmal speed. The second hit does give Samus a decent amount of frame advantage on shield but it isn't quite extreme enough to lead into Samus strong shield pressure and its slow speed means that the opponent can avoid shielding it in the first place.

Its only potential use is for edgeguarding. The move launches opponents horizontally and it can hit characters hanging on the edge, due to its hitbox extending below the platform, so it can be used for this purpose. However, its slow speed makes it difficult to land even in this situation and Samus' has much faster options which do the same thing but more effectively such as down tilt and down aerial. It can also lead into followups if the opponent hits a wall due to its fairly low ending lag but in a tournament setting, the chances of Samus hitting the opponent with the move and the opponent ledge DIing the move on Dream Land into a potential followup are extremely low.

Overall, Samus' up tilt is not only one of Samus' worst moves but also one of the worst moves in the game. The move does not work properly, it is way too slow and the reward for landing it is too low at best and downright punishing at worst. As a result, the move is almost never used in competitive play. Interestingly, Captain Falcon possesses a near identical up tilt although his is superior in almost every way being faster, stronger and it actually has two sets of hitboxes, giving his up tilt some use.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Hit 1
0 0 8% 0 Sakurai angle 0 100 0 100 33 -20 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 8% 0 Sakurai angle 0 100 0 100 33 180 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
Hit 2
0 1 13% 0 Sakurai angle 5 100 0 150 33 -20 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 1 13% 0 Sakurai angle 5 100 0 150 33 180 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

Timing

Hit 1 8-24
Hit 2 25-29
Animation length 43
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(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(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

Similar moves