Super Smash Bros. Melee

Samus (SSBM)/Up aerial: Difference between revisions

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(New Page: {{ArticleIcons|ssbm=y}} thumb|400px|Hitbox visualization showing Samus's up aerial. {{competitive expertise}} ==Overview== ==Hitboxes== {{MeleeHitboxTableHead...)
 
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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Samus spins as she kicks upwards. Mostly used as a multi-hit air-to-air move, but due to the low knockback of the individual hits opponents will often fall out before its final, stronger hit. Will often win trades with other aerial moves, but generally has a low reward.
This move has a notable use as Samus's main method of doing an [[Aerial Interrupt]], as the early frames of the move can be cancelled when coming back onto stage for some grounded actionable invincibility, or when short hopping under a side platform to immediately land on it with very little lag. As such, it is often utilised more for its utility in getting onto stage and for general movement than its other properties.
==Hitboxes==
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}
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|bk=0
|bk=0
|ks=100
|ks=100
|fkv=134
|fkv=30
|r=1363
|r=1363
|bn=14
|bn=14
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|bk=0
|bk=0
|ks=100
|ks=100
|fkv=134
|fkv=30
|r=1600
|r=1600
|bn=14
|bn=14
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|bk=0
|bk=0
|ks=100
|ks=100
|fkv=134
|fkv=30
|r=1363
|r=1363
|bn=14
|bn=14
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|bk=0
|bk=0
|ks=100
|ks=100
|fkv=134
|fkv=30
|r=1600
|r=1600
|bn=14
|bn=14
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}}
}}
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
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!Ending autocancel
!Ending autocancel
|34-
|34-
|-
!Interruptible
|39
|-
|-
!Animation length
!Animation length
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=18}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=1}}
|-
|-
{{FrameStrip|t=Autocancel|c=4}}{{FrameStrip|t=Blank|c=29}}{{FrameStrip|t=Autocancel|c=6}}
{{FrameStrip|t=Autocancel|c=4}}{{FrameStrip|t=Blank|c=29}}{{FrameStrip|t=Autocancel|c=6}}

Latest revision as of 21:51, July 3, 2023

Hitbox visualization showing Samus's up aerial.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Samus spins as she kicks upwards. Mostly used as a multi-hit air-to-air move, but due to the low knockback of the individual hits opponents will often fall out before its final, stronger hit. Will often win trades with other aerial moves, but generally has a low reward.

This move has a notable use as Samus's main method of doing an Aerial Interrupt, as the early frames of the move can be cancelled when coming back onto stage for some grounded actionable invincibility, or when short hopping under a side platform to immediately land on it with very little lag. As such, it is often utilised more for its utility in getting onto stage and for general movement than its other properties.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 3% 0 AngleIcon90.png 0 100 30 5.323878 14 -1.663956 1.495998 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 3% 0 AngleIcon90.png 0 100 30 6.2496 14 3.327912 0.99603 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
2 0 3% 0 Sakurai angle 0 130 0 4.6872 18 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Hits 2-5
0 0 1% 0 AngleIcon80.png 0 100 30 5.323878 14 -1.663956 1.495998 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick
1 0 1% 0 AngleIcon80.png 0 100 30 6.2496 14 3.327912 0.99603 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick
2 0 1% 0 AngleIcon80.png 0 130 0 4.6872 18 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick
Hit 6
0 0 4% 0 Sakurai angle 40 120 0 4.82391 14 -1.663956 1.495998 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 4% 0 Sakurai angle 40 120 0 5.859 14 1.995966 0.99603 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
2 0 4% 0 Sakurai angle 40 120 0 4.2966 18 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

Timing[edit]

Initial autocancel 1-4
Hit 1 5-6
Hit 2 8-9
Hit 3 11-12
Hit 4 14-15
Hit 5 17-18
Hit 6 20-21
Ending autocancel 34-
Interruptible 39
Animation length 39
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).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(Interruptible).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(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 15
L-cancelled animation length 7
Normal  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
L-cancelled  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(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Auto-canceling
Autocancel