Isabelle (SSBU)/Neutral attack: Difference between revisions
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==Overview== | ==Overview== | ||
Neutral attack functions as a fast, non launching close quarters combat tool. Can be followed up by Down smash at mid to high percents. Notable for being able to chain into itself infinitely when the opponent is pressed against a ledge, as its hit stun allows for Isabelle to walk forward briefly after each jab. | Neutral attack functions as a fast, non-launching close quarters combat tool. Can be followed up by Down smash at mid to high percents. This move stands out as her quickest option for close-range encounters, often serving as one of her safest choices- even when striking an opponent's shield due to creating space. While this does not place Isabelle in an advantageous game state, it helps to disengage her from close-quarters combat, which is often desirable. | ||
Notable for being able to chain into itself infinitely when the opponent is pressed against a ledge, as its hit stun allows for Isabelle to walk forward briefly after each jab. However, its continual timing is very precise. | |||
==Update History== | ==Update History== |
Revision as of 07:57, January 4, 2024
Overview
Neutral attack functions as a fast, non-launching close quarters combat tool. Can be followed up by Down smash at mid to high percents. This move stands out as her quickest option for close-range encounters, often serving as one of her safest choices- even when striking an opponent's shield due to creating space. While this does not place Isabelle in an advantageous game state, it helps to disengage her from close-quarters combat, which is often desirable.
Notable for being able to chain into itself infinitely when the opponent is pressed against a ledge, as its hit stun allows for Isabelle to walk forward briefly after each jab. However, its continual timing is very precise.
Update History
- Neutral attack deals less knockback (21 base/38 scaling → 14/30), has a lower SDI multiplier (1× → 0.5×) and deals more hitstun (8 frames → 14), allowing it to chain into itself more reliably and making it safer to use.
Hitboxes
Timing
The move can loop into itself by either holding the attack button or pressing it repeatedly. Upon hitting twice with the move, any subsequent hits push Isabelle back slightly until it is interrupted.
Hitboxes | 3-4 |
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Repeat window | 13-19 |
Interruptible | 20 |
Animation length | 39 |
Lag time |
Hitbox |
Loop point |
Continuable |
Interruptible |