Donkey Kong (SSBU)/Back aerial: Difference between revisions
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DK's back aerial is his best aerial and one of the best air-to-air attacks in the game. It has good speed, reach, power, low endlag, and a lingering hitbox. The main things holding it back are higher than usual landing lag and DK's high short hop which makes rising back air whiff on shorter characters. | DK's back aerial is his best aerial and one of the best air-to-air attacks in the game. It has good speed, reach, power, low endlag, and a lingering hitbox. The main things holding it back are higher than usual landing lag and DK's high short hop which makes rising back air whiff on shorter characters. | ||
In [[neutral]], back air is DK's main offensive aerial. It outspaces and/or trades favorably against most aerials. It is also DK's most reliable aerial to clang with | In [[neutral]], back air is DK's main offensive aerial. It outspaces and/or trades favorably against most aerials. It is also DK's most reliable aerial to clang with projectiles. Defensively, back air is very effective at walling out characters with short range. The threat of back air establishes air superiority and can condition the opponent to stay on the ground, which further helps DK's stellar ground game. Rising back air can be used as a poke against taller characters, making it less predictable and harder to react to. | ||
The strong hit of back air on frames 7-8 will KO at around 140% from center stage with DI when it's fresh. At low percents a clean hit can combo into itself, grabs, tilts, or start a [[tech chase]]. The weak hit on frames 9-16 combos into those at mid percents instead. | The strong hit of back air on frames 7-8 will KO at around 140% from center stage with DI when it's fresh. At low percents a clean hit can combo into itself, grabs, tilts, or start a [[tech chase]]. The weak hit on frames 9-16 combos into those at mid percents instead. | ||
Edgeguarding with back air is an effective way to rack up damage and score KOs. DK can go surprisingly deep offstage, throw out 3-4 Bairs in quick | Edgeguarding with back air is an effective way to rack up damage and score KOs. DK can go surprisingly deep offstage, throw out 3-4 Bairs in quick succession, and still make it back. The lingering hitbox makes it easier to hit flexible recoveries and ledgegrab attempts. Weak hits can gimp them or combo into the clean hit of another Bair that does KO. Bair will always launch opponents in the opposite direction DK is facing. As long as you back air while DK is facing the ledge, the opponent won't be hit into the stage even if they are hugging the stage as they recover. Back air is also quick enough to true combo into after a successful [[ledge trump]]. | ||
Back air is -6 on block at best, so it needs good spacing to be safe. The landing animation extends DK leg hurtbox and makes it easier to punish. | Back air is -6 on block at best, so it needs good spacing to be safe. The landing animation extends DK leg hurtbox and makes it easier to punish. | ||
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==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Clean hit| | {{HitboxTableTitle|Clean hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=13.0% | |damage=13.0% | ||
|angle=361 | |angle=361 | ||
|af=4 | |||
|bk=20 | |bk=20 | ||
|ks=97 | |ks=97 | ||
Line 27: | Line 28: | ||
|ypos=-2.0 | |ypos=-2.0 | ||
|zpos=0.0 | |zpos=0.0 | ||
|type=Foot | |type=Foot | ||
|effect=Normal | |effect=Normal | ||
Line 37: | Line 37: | ||
|damage=13.0% | |damage=13.0% | ||
|angle=361 | |angle=361 | ||
|af=4 | |||
|bk=20 | |bk=20 | ||
|ks=97 | |ks=97 | ||
Line 45: | Line 46: | ||
|ypos=0.0 | |ypos=0.0 | ||
|zpos=0.0 | |zpos=0.0 | ||
|type=Foot | |type=Foot | ||
|effect=Normal | |effect=Normal | ||
Line 55: | Line 55: | ||
|damage=13.0% | |damage=13.0% | ||
|angle=361 | |angle=361 | ||
|af=4 | |||
|bk=20 | |bk=20 | ||
|ks=97 | |ks=97 | ||
Line 63: | Line 64: | ||
|ypos=0.0 | |ypos=0.0 | ||
|zpos=0.0 | |zpos=0.0 | ||
|type=Foot | |type=Foot | ||
|effect=Normal | |effect=Normal | ||
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|slvl=L | |slvl=L | ||
}} | }} | ||
{{HitboxTableTitle|Late hit| | {{HitboxTableTitle|Late hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=8.0% | |damage=8.0% | ||
|angle=361 | |angle=361 | ||
|af=4 | |||
|bk=10 | |bk=10 | ||
|ks=100 | |ks=100 | ||
Line 82: | Line 83: | ||
|ypos=-2.0 | |ypos=-2.0 | ||
|zpos=0.0 | |zpos=0.0 | ||
|type=Foot | |type=Foot | ||
|effect=Normal | |effect=Normal | ||
Line 92: | Line 92: | ||
|damage=8.0% | |damage=8.0% | ||
|angle=361 | |angle=361 | ||
|af=4 | |||
|bk=10 | |bk=10 | ||
|ks=100 | |ks=100 | ||
Line 100: | Line 101: | ||
|ypos=0.0 | |ypos=0.0 | ||
|zpos=0.0 | |zpos=0.0 | ||
|type=Foot | |type=Foot | ||
|effect=Normal | |effect=Normal | ||
Line 110: | Line 110: | ||
|damage=8.0% | |damage=8.0% | ||
|angle=361 | |angle=361 | ||
|af=4 | |||
|bk=10 | |bk=10 | ||
|ks=100 | |ks=100 | ||
Line 118: | Line 119: | ||
|ypos=0.0 | |ypos=0.0 | ||
|zpos=0.0 | |zpos=0.0 | ||
|type=Foot | |type=Foot | ||
|effect=Normal | |effect=Normal | ||
Line 125: | Line 125: | ||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
===Attack=== | ===Attack=== | ||
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===Landing lag=== | ===Landing lag=== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Interruptible | |||
|12 | |||
|- | |||
!Animation length | !Animation length | ||
| | |23 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=11}} | {{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Interruptible|c=12}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}} |
Latest revision as of 22:43, October 9, 2023
Overview[edit]
DK's back aerial is his best aerial and one of the best air-to-air attacks in the game. It has good speed, reach, power, low endlag, and a lingering hitbox. The main things holding it back are higher than usual landing lag and DK's high short hop which makes rising back air whiff on shorter characters.
In neutral, back air is DK's main offensive aerial. It outspaces and/or trades favorably against most aerials. It is also DK's most reliable aerial to clang with projectiles. Defensively, back air is very effective at walling out characters with short range. The threat of back air establishes air superiority and can condition the opponent to stay on the ground, which further helps DK's stellar ground game. Rising back air can be used as a poke against taller characters, making it less predictable and harder to react to.
The strong hit of back air on frames 7-8 will KO at around 140% from center stage with DI when it's fresh. At low percents a clean hit can combo into itself, grabs, tilts, or start a tech chase. The weak hit on frames 9-16 combos into those at mid percents instead.
Edgeguarding with back air is an effective way to rack up damage and score KOs. DK can go surprisingly deep offstage, throw out 3-4 Bairs in quick succession, and still make it back. The lingering hitbox makes it easier to hit flexible recoveries and ledgegrab attempts. Weak hits can gimp them or combo into the clean hit of another Bair that does KO. Bair will always launch opponents in the opposite direction DK is facing. As long as you back air while DK is facing the ledge, the opponent won't be hit into the stage even if they are hugging the stage as they recover. Back air is also quick enough to true combo into after a successful ledge trump.
Back air is -6 on block at best, so it needs good spacing to be safe. The landing animation extends DK leg hurtbox and makes it easier to punish.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1-6 |
---|---|
Clean hit | 7-8 |
Late hit | 9-16 |
Ending autocancel | 31- |
Interruptible | 32 |
Animation length | 49 |
Landing lag[edit]
Interruptible | 12 |
---|---|
Animation length | 23 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|