Samus (SSBM)/Up aerial: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
SuperSqank (talk | contribs) (→Timing) |
(→Hitboxes: Fixed Set) |
||
(2 intermediate revisions by one other user not shown) | |||
Line 3: | Line 3: | ||
{{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}} | ||
Line 13: | Line 16: | ||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv= | |fkv=30 | ||
|r=1363 | |r=1363 | ||
|bn=14 | |bn=14 | ||
Line 29: | Line 32: | ||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv= | |fkv=30 | ||
|r=1600 | |r=1600 | ||
|bn=14 | |bn=14 | ||
Line 60: | Line 63: | ||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv= | |fkv=30 | ||
|r=1363 | |r=1363 | ||
|bn=14 | |bn=14 | ||
Line 76: | Line 79: | ||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
|fkv= | |fkv=30 | ||
|r=1600 | |r=1600 | ||
|bn=14 | |bn=14 | ||
Line 147: | Line 150: | ||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" |
Latest revision as of 21:51, July 3, 2023
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]
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 |
Landing lag[edit]
Animation length | 15 |
---|---|
L-cancelled animation length | 7 |
Normal | |||||||||||||||
L-cancelled |
Lag time |
Hitbox |
Autocancel |