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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.]] | ||
==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]]. None of these are true combos though, as it is possible for the opponent to air dodge or DI away. | 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]]. None of these are true combos though, as it is possible for the opponent to air dodge or DI away. An exception applies if the opponent is struck with a grounded meteor and sent [[reeling]] as a result, resulting in the opponent unable to react in the time it takes to follow up with an up aerial. However, because reeling is a chance-based mechanic that doesn't occur until above 100%, this is not a completely reliable strategy. | ||
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 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. | ||
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==Hitboxes== | ==Hitboxes== | ||
{{SSB4HitboxTableHeader}} | {{SSB4HitboxTableHeader}} | ||
{{SSB4HitboxTableRow | {{SSB4HitboxTableRow | ||
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|ks=90 | |ks=90 | ||
|fkv=0 | |fkv=0 | ||
|r= | |r=3.5 | ||
|bn=13 | |bn=13 | ||
|xpos=10.2 | |xpos=10.2 | ||
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|- | |- | ||
!Animation length | !Animation length | ||
| | |67 | ||
|} | |} | ||
{{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=24}} | ||
|- | |- | ||
{{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=28}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||