Wii Fit Trainer (SSBU)/Up smash: Difference between revisions
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{{ArticleIcons| | {{ArticleIcons|ssbu=y}} | ||
[[File:WFT Up Smash.gif|400px|thumb | [[File:WFT Up Smash.gif|400px|thumb|Hitbox visualization showing Wii Fit Trainer's up smash.]] | ||
==Overview== | |||
Wii Fit Trainer performs the Tree pose, thrusting straight up with both arms. This move is Wii Fit Trainer's single strongest kill option, and when [[Deep Breathing]] is active it becomes one of the strongest up smashes in the game, second only to max [[aura]] {{SSBU|Lucario}} and a critical hit from {{SSBU|Hero}}. Up smash is also Wii Fit Trainer's fastest smash attack by a wide margin, coming out a whole 5 frames faster than forward smash (her next fastest smash attack) on frame 11 as of Update {{SSBU|8.0.0}}. This low startup time coupled with the move's full-body [[intangibility]] from frames 9-12 results in excellent antiair capabilities, as the move can beat out virtually any aggressive landing option with the correct timing. Up smash also has an above average active period, and the late hit is still strong enough to kill at relatively low percents. Additionally, the move has a fairly large vertical disjoint, covering a generous area above Wii Fit Trainer that can [[shark]] platforms on many stages. Up smash's one big flaw is its complete lack of horizontal range, to the point where the move often completely misses opponents standing directly next to Wii Fit Trainer. A more minor drawback is the move's sizable endlag, leaving Wii Fit Trainer wide open to counterattacks if up smash misses. | |||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}''' | |||
*{{buff|Up smash has less startup (frame 14 → 11), with a consequently shorter total duration (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).}} | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Clean hit|42}} | {{HitboxTableTitle|Clean hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
| | |damage={{ChargedSmashDmgSSBU|18.0}} | ||
| | |||
|angle=90 | |angle=90 | ||
|bk=31 | |bk=31 | ||
Line 21: | Line 26: | ||
|type=Hand | |type=Hand | ||
|effect=Stab | |effect=Stab | ||
|ff=1.5 | |ff=1.5 | ||
|rebound=f | |rebound=f | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=L | |slvl=L | ||
Line 32: | Line 33: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
| | |damage={{ChargedSmashDmgSSBU|15.0}} | ||
| | |||
|angle=90 | |angle=90 | ||
|bk=31 | |bk=31 | ||
Line 45: | Line 45: | ||
|type=Hand | |type=Hand | ||
|effect=Stab | |effect=Stab | ||
|ff=1.0 | |ff=1.0 | ||
|rebound=f | |rebound=f | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=L | |slvl=L | ||
Line 56: | Line 52: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
| | |damage={{ChargedSmashDmgSSBU|15.0}} | ||
| | |||
|angle=90 | |angle=90 | ||
|bk=31 | |bk=31 | ||
Line 68: | Line 63: | ||
|zpos=0.0 | |zpos=0.0 | ||
|type=Hand | |type=Hand | ||
|ff=1.0 | |ff=1.0 | ||
|rebound=f | |rebound=f | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=L | |slvl=L | ||
Line 80: | Line 71: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
| | |damage={{ChargedSmashDmgSSBU|11.0}} | ||
| | |||
|angle=90 | |angle=90 | ||
|bk=30 | |bk=30 | ||
Line 93: | Line 83: | ||
|type=Hand | |type=Hand | ||
|effect=Stab | |effect=Stab | ||
|ff=1.5 | |ff=1.5 | ||
|rebound=f | |rebound=f | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=M | |slvl=M | ||
Line 104: | Line 90: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
| | |damage={{ChargedSmashDmgSSBU|8.0}} | ||
| | |||
|angle=70 | |angle=70 | ||
|bk=30 | |bk=30 | ||
Line 116: | Line 101: | ||
|zpos=0.0 | |zpos=0.0 | ||
|type=Hand | |type=Hand | ||
|ff=1.0 | |||
|ff=1 | |||
|rebound=f | |rebound=f | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=M | |slvl=M | ||
Line 127: | Line 108: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
| | |damage={{ChargedSmashDmgSSBU|8.0}} | ||
| | |||
|angle=70 | |angle=70 | ||
|bk=30 | |bk=30 | ||
Line 139: | Line 119: | ||
|zpos=0.0 | |zpos=0.0 | ||
|type=Hand | |type=Hand | ||
|ff=1.0 | |||
|ff=1 | |||
|rebound=f | |rebound=f | ||
|sfx=Punch | |sfx=Punch | ||
|slvl=M | |slvl=M | ||
Line 151: | Line 127: | ||
==Timing== | ==Timing== | ||
The move disables [[jostling]] during frames 10-12. | |||
{|class="wikitable" | {|class="wikitable" | ||
!Charges between | !Charges between | ||
|4-5 | |4-5 | ||
|- | |||
!Intangibility | |||
|9-12 | |||
|- | |- | ||
!Clean hit | !Clean hit | ||
| | |11-12 | ||
|- | |- | ||
!Late hit | !Late hit | ||
| | |13-19 | ||
|- | |- | ||
!Interruptible | !Interruptible | ||
| | |55 | ||
|- | |- | ||
!Animation length | !Animation length | ||
| | |66 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=4|e=LagChargeS}}{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=4|e=LagChargeS}}{{FrameStrip|t=Lag|c=6|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=7|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=35}}{{FrameStrip|t=Interruptible|c=12}} | ||
|- | |- | ||
{{FrameStrip|t=Vulnerable|c= | {{FrameStrip|t=Vulnerable|c=8}}{{FrameStrip|t=Intangible|c=4}}{{FrameStrip|t=Vulnerable|c=54}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Latest revision as of 08:48, April 12, 2023
Overview[edit]
Wii Fit Trainer performs the Tree pose, thrusting straight up with both arms. This move is Wii Fit Trainer's single strongest kill option, and when Deep Breathing is active it becomes one of the strongest up smashes in the game, second only to max aura Lucario and a critical hit from Hero. Up smash is also Wii Fit Trainer's fastest smash attack by a wide margin, coming out a whole 5 frames faster than forward smash (her next fastest smash attack) on frame 11 as of Update 8.0.0. This low startup time coupled with the move's full-body intangibility from frames 9-12 results in excellent antiair capabilities, as the move can beat out virtually any aggressive landing option with the correct timing. Up smash also has an above average active period, and the late hit is still strong enough to kill at relatively low percents. Additionally, the move has a fairly large vertical disjoint, covering a generous area above Wii Fit Trainer that can shark platforms on many stages. Up smash's one big flaw is its complete lack of horizontal range, to the point where the move often completely misses opponents standing directly next to Wii Fit Trainer. A more minor drawback is the move's sizable endlag, leaving Wii Fit Trainer wide open to counterattacks if up smash misses.
Update History[edit]
- Up smash has less startup (frame 14 → 11), with a consequently shorter total duration (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).
Hitboxes[edit]
Timing[edit]
The move disables jostling during frames 10-12.
Charges between | 4-5 |
---|---|
Intangibility | 9-12 |
Clean hit | 11-12 |
Late hit | 13-19 |
Interruptible | 55 |
Animation length | 66 |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |
|