Super Smash Bros. Ultimate

Wii Fit Trainer (SSBU)/Up aerial: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:WFT Up Air.gif|thumb|400px|Hitbox visualization showing Wii Fit Trainer's up aerial.]]
[[File:WFT Up Air.gif|thumb|400px|Hitbox visualization showing Wii Fit Trainer's up aerial.]]
==Overview==
Wii Fit Trainer performs the Half-Moon pose, clasping both hands above her head and bending sideways at the waist. Although up aerial has average [[KO]] and combo ability, its main strength comes from its surprisingly large disjoint and consequently huge coverage both horizontally and vertically. This strength allows the move to successfully challenge and beat out many aggressive landings, as well as [[shark]] extremely well at the ledge, to the point of being able to reach past other massive moves such as {{SSBU|Wolf}}'s down smash in many instances. On taller characters, landing up aerial can be used as a good combo starter at low percents, most notably leading into [[Header]] for massive damage at percents before neutral aerial into Header works. Funnily enough, up aerial's first active frame actually reaches significantly farther forward than Wii Fit Trainer's forward aerial, and as such can be used fairly well to catch opponents directly in front of her. Overall, up aerial doesn't have any glaring weaknesses; it's simply an all-around solid move with above average coverage that can help cover blindspots and secure kills at high percents.


==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|part=0
|damage=10.0%
|damage=10.0%
|angle=72
|angle=72
Line 19: Line 20:
|zpos=0.0
|zpos=0.0
|type=Hand
|type=Hand
|sdi=1.0
|trip=0
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
Line 26: Line 25:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|part=0
|damage=10.0%
|damage=10.0%
|angle=72
|angle=72
Line 38: Line 36:
|zpos=0.0
|zpos=0.0
|type=Hand
|type=Hand
|sdi=1.0
|trip=0
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
Line 54: Line 50:
|-
|-
!Ending autocancel
!Ending autocancel
|36+
|36-
|-
!Interruptible
|40
|-
|-
!Animation length
!Animation length
Line 72: Line 71:
|-
|-
!Animation length
!Animation length
|15
|14
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Interruptible|c=6}}
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Interruptible|c=5}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 15:24, July 27, 2022

Hitbox visualization showing Wii Fit Trainer's up aerial.

Overview[edit]

Wii Fit Trainer performs the Half-Moon pose, clasping both hands above her head and bending sideways at the waist. Although up aerial has average KO and combo ability, its main strength comes from its surprisingly large disjoint and consequently huge coverage both horizontally and vertically. This strength allows the move to successfully challenge and beat out many aggressive landings, as well as shark extremely well at the ledge, to the point of being able to reach past other massive moves such as Wolf's down smash in many instances. On taller characters, landing up aerial can be used as a good combo starter at low percents, most notably leading into Header for massive damage at percents before neutral aerial into Header works. Funnily enough, up aerial's first active frame actually reaches significantly farther forward than Wii Fit Trainer's forward aerial, and as such can be used fairly well to catch opponents directly in front of her. Overall, up aerial doesn't have any glaring weaknesses; it's simply an all-around solid move with above average coverage that can help cover blindspots and secure kills at high percents.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 10.0% 0 AngleIcon72.png Standard 60 82 0 HitboxTableIcon(False).png 5.0 bust 9.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 10.0% 0 AngleIcon72.png Standard 60 82 0 HitboxTableIcon(False).png 4.0 bust 6.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Attack[edit]

Initial autocancel 1-5
Hitboxes 6-10
Ending autocancel 36-
Interruptible 40
Animation length 39
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(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 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(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(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Interruptible 10
Animation length 14
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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Auto-canceling
Autocancel
Interruptibility
Interruptible