Isabelle (SSBU)/Up smash: Difference between revisions
Raul Retana (talk | contribs) m (Added update history) |
m (Small fix + removed competitive expertise banner) |
||
(8 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:IsabelleUSmash.gif|thumb| | [[File:IsabelleUSmash.gif|thumb|300px|Hitbox visualization showing Isabelle's up smash.]] | ||
==Overview== | ==Overview== | ||
Isabelle blows a whistle, which spawns a stop sign shooting up in front of her. When [[sweetspot]]ted and without [[rage]], it [[KO]]s middleweights from ground level at around 110%, making it quite powerful, while also being fast with a [[startup]] of 9 frames. However, due to largely being vertical [[hitbox]]es with limited horizontal [[reach]], the move is difficult to land, and said lack of horizontal reach limits it ability to effectively [[punish]] [[out of shield]] despite the fast startup. Because the move's projectile properties bypass [[hitlag]], effectively giving Isabelle more frame advantage on hit, it can also [[combo]] into {{mvsub|Isabelle|SSBU|neutral aerial}}, {{mvsub|Isabelle|SSBU|up aerial}}, and {{mvsub|Isabelle|SSBU|forward aerial}} at low percents. | |||
Can technically anti air, but is generally impractical for doing so. The foe would need to be at KO percent for it to be worth the risk, as landing the move on an aerial opponent would require a hard read. Only the 'sign' hitbox would hit, which takes longer to come out than the 'Isabelle' hitbox and would inflict slightly less total damage. | |||
It is possible to utilize this move as a part of a high damage output shield break option, but timing is tight, and likely character dependent. Place a Lloid trap onto the ground, and push the dazed opponent into the trap by walking into the opponent. As soon as the trap is set off, perform her Up smash. Then, double jump and hit the opponent with Up air before the final hit of the activated Lloid Trap launches the foe away. If executed perfectly, with no move staling, upwards of 50 percent damage should have been dealt. It is extremely easy to miss one of the Up smash hits, or miss the Up aerial input entirely. Can confirm this works at least somewhat consistently on Donkey Kong. | |||
Asides from [[Neutral air]], Up smash is Isabelle's only other practical [[out of shield]] option. | |||
==Update History== | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | ||
Line 9: | Line 17: | ||
*{{buff|The move has less startup (frame 11 → 9), with its total duration reduced as well (FAF 48 → 46).}} | *{{buff|The move has less startup (frame 11 → 9), with its total duration reduced as well (FAF 48 → 46).}} | ||
*{{change|It starts charging sooner (frame 8 → 7).}} | *{{change|It starts charging sooner (frame 8 → 7).}} | ||
==Hitboxes== | ==Hitboxes== | ||
The second hit is tied to the stop sign, and is considered a non-[[reflect]]able [[projectile]]. This gives it some unusual properties; Isabelle does not experience [[hitlag]] from it, it can [[clang]] with aerial attacks, and it does not have its damage modified by Isabelle being [[giant]] or [[tiny]]. | |||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1| | {{HitboxTableTitle|Hit 1|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage={{ChargedSmashDmgSSBU|2.0}} | |damage={{ChargedSmashDmgSSBU|2.0}} | ||
|angle=100 | |angle=100 | ||
|af=3 | |||
|setweight=t | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
Line 37: | Line 48: | ||
|id=1 | |id=1 | ||
|damage={{ChargedSmashDmgSSBU|2.0}} | |damage={{ChargedSmashDmgSSBU|2.0}} | ||
|angle=100 | |angle=100 | ||
|af=3 | |||
|setweight=t | |||
|bk=0 | |bk=0 | ||
|ks=100 | |ks=100 | ||
Line 56: | Line 68: | ||
|rebound=f | |rebound=f | ||
}} | }} | ||
{{HitboxTableTitle|Clean hit 2| | {{HitboxTableTitle|Clean hit 2|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage={{ChargedSmashDmgSSBU|12.0}} | |damage={{ChargedSmashDmgSSBU|12.0}} | ||
|angle=88 | |angle=88 | ||
|bk=32 | |bk=32 | ||
Line 79: | Line 90: | ||
|id=1 | |id=1 | ||
|damage={{ChargedSmashDmgSSBU|12.0}} | |damage={{ChargedSmashDmgSSBU|12.0}} | ||
|angle=88 | |angle=88 | ||
|bk=32 | |bk=32 | ||
Line 95: | Line 105: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
{{HitboxTableTitle|Late hit 2| | {{HitboxTableTitle|Late hit 2|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage={{ChargedSmashDmgSSBU|10.0}} | |damage={{ChargedSmashDmgSSBU|10.0}} | ||
|angle=88 | |angle=88 | ||
|bk=32 | |bk=32 | ||
Line 140: | Line 149: | ||
!Charges between | !Charges between | ||
|6-7 | |6-7 | ||
|- | |||
!Stop sign activation | |||
|8 | |||
|- | |- | ||
!Hit 1 | !Hit 1 | ||
Line 158: | Line 170: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=6|e=LagChargeS}}{{FrameStrip|t=Lag|c= | !Isabelle {{FrameStrip|t=Lag|c=6|e=LagChargeS}}{{FrameStrip|t=Lag|c=1|s=LagChargeEPropS}}{{FrameStrip|t=Lag|c=1|s=LagPropE}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=35}}{{FrameStrip|t=Interruptible|c=18}} | ||
|- | |||
!Sign {{FrameStrip|t=Blank|c=7}}{{FrameStrip|t=Lag|c=6}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=26}}{{FrameStrip|t=Blank|c=19}} | |||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|interruptible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|hitboxchange=y|prop=y|interruptible=y}} | ||
{{MvSubNavIsabelle|g=SSBU}} | {{MvSubNavIsabelle|g=SSBU}} | ||
[[Category:Isabelle (SSBU)]] | [[Category:Isabelle (SSBU)]] | ||
[[Category:Up smashes (SSBU)]] | [[Category:Up smashes (SSBU)]] |
Latest revision as of 01:58, February 20, 2024
Overview[edit]
Isabelle blows a whistle, which spawns a stop sign shooting up in front of her. When sweetspotted and without rage, it KOs middleweights from ground level at around 110%, making it quite powerful, while also being fast with a startup of 9 frames. However, due to largely being vertical hitboxes with limited horizontal reach, the move is difficult to land, and said lack of horizontal reach limits it ability to effectively punish out of shield despite the fast startup. Because the move's projectile properties bypass hitlag, effectively giving Isabelle more frame advantage on hit, it can also combo into neutral aerial, up aerial, and forward aerial at low percents.
Can technically anti air, but is generally impractical for doing so. The foe would need to be at KO percent for it to be worth the risk, as landing the move on an aerial opponent would require a hard read. Only the 'sign' hitbox would hit, which takes longer to come out than the 'Isabelle' hitbox and would inflict slightly less total damage.
It is possible to utilize this move as a part of a high damage output shield break option, but timing is tight, and likely character dependent. Place a Lloid trap onto the ground, and push the dazed opponent into the trap by walking into the opponent. As soon as the trap is set off, perform her Up smash. Then, double jump and hit the opponent with Up air before the final hit of the activated Lloid Trap launches the foe away. If executed perfectly, with no move staling, upwards of 50 percent damage should have been dealt. It is extremely easy to miss one of the Up smash hits, or miss the Up aerial input entirely. Can confirm this works at least somewhat consistently on Donkey Kong.
Asides from Neutral air, Up smash is Isabelle's only other practical out of shield option.
Update History[edit]
- Up smash's second hit has more knockback scaling (111 → 116).
- The move has less startup (frame 11 → 9), with its total duration reduced as well (FAF 48 → 46).
- It starts charging sooner (frame 8 → 7).
Hitboxes[edit]
The second hit is tied to the stop sign, and is considered a non-reflectable projectile. This gives it some unusual properties; Isabelle does not experience hitlag from it, it can clang with aerial attacks, and it does not have its damage modified by Isabelle being giant or tiny.
Timing[edit]
Charges between | 6-7 |
---|---|
Stop sign activation | 8 |
Hit 1 | 9-10 |
Clean hit 2 | 14-16 |
Late hit 2 | 17-18 |
Interruptible | 46 |
Animation length | 63 |
Isabelle | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sign |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Prop event |
Interruptible |