Super Smash Bros. Ultimate

Isabelle (SSBU)/Down aerial: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:IsabelleDAir.gif|thumb|400px|Hitbox visualization showing Isabelle's down aerial.]]
[[File:IsabelleDAir.gif|thumb|340px|Hitbox visualization showing Isabelle's down aerial.]]
{{competitive expertise}}
==Overview==
==Overview==
Isabelle's Down aerial is her primary means of attacking beneath her. The sweet spot possesses a smaller hit box in the center that that changes the landed hit into a spike if connected. The hit box lingers, improving her ability to circle camp and sometimes allowing her to land more safely on platforms.
Despite being visually similar to her Up aerial, this move has different properties that make it deceptively inconsistent. If the smaller 'spike' hit box within the sweet spot is not landed, the attack will send the opponent downwards or towards the side at differing angles, depending on how the hit boxes connect. This makes any possible follow ups largely improvised and based upon how the opponent reacts, even at higher levels of play. Down aerial's longer startup, the spike hit box being challenging to land, and not providing any realistic combo opportunities make it less useful than its counterpart. Nevertheless, it still plays an important role in Isabelle's kit, and can net her early KO's in the right situation.
Unlike Isabelle's other aerial attacks, it has virtually no use in her combos and strings. [[Lloid Trap]] can combo into her Down aerial via footstool, but is mostly an impractical novelty since the setup is very situational, difficult, and is likely never an ideal follow up. For the combo to be setup, Isabelle must be right next to the opponent and fully actionable as the trap is set off- in which case, all of her other potential follow ups are also available. When done correctly, the Down aerial hit will send the opponent into a [[Tech]] scenario. As this always gives up a clear desirable outcome, and often higher damage output, it is not worth the additional effort and risk.
Updates 1.1.0 and 8.0.0 have slightly improved its overall speed and reliability by reducing landing lag, startup time, and its total duration. The first buff Down aerial received in 1.1.0 was a "day 1 patch", meaning the original version of the move had virtually no competitive usage.
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
*{{buff|Up and down aerials have less landing lag (12 frames → 9).}}
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Down aerial has less startup lag (frame 14 → 11) with its total duration reduced as well (FAF 46 → 43).}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{HitboxTableTitle|Clean hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 42: Line 55:
|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Late hit|24}}
{{HitboxTableTitle|Late hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 62: Line 75:
}}
}}
|}
|}
==Timing==
==Timing==
===Attack===
===Attack===
{|class="wikitable"
{|class="wikitable"
!Initial autocancel
!Initial autocancel
|1-13
|1-10
|-
|-
!Clean hit
!Clean hit
|14-15
|11-12
|-
|-
!Late hit
!Late hit
|16-31
|11-28
|-
|-
!Ending autocancel
!Ending autocancel
|39-
|36-
|-
|-
!Interruptible
!Interruptible
|46
|43
|-
|-
!Animation length
!Animation length
|59
|56
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=13}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=16|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Interruptible|c=14}}
{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Hitbox|c=2|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=16|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Interruptible|c=14}}
|-
|-
{{FrameStrip|t=Autocancel|c=13}}{{FrameStrip|t=Blank|c=25}}{{FrameStrip|t=Autocancel|c=21}}
{{FrameStrip|t=Autocancel|c=10}}{{FrameStrip|t=Blank|c=25}}{{FrameStrip|t=Autocancel|c=21}}
{{FrameStripEnd}}
{{FrameStripEnd}}


===Landing lag===
===Landing lag===
{|class="wikitable"
{|class="wikitable"
!Interruptible
|10
|-
!Animation length
!Animation length
|9
|22
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=9}}
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Interruptible|c=13}}
{{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 14:47, June 6, 2024

Hitbox visualization showing Isabelle's down aerial.

Overview[edit]

Isabelle's Down aerial is her primary means of attacking beneath her. The sweet spot possesses a smaller hit box in the center that that changes the landed hit into a spike if connected. The hit box lingers, improving her ability to circle camp and sometimes allowing her to land more safely on platforms.

Despite being visually similar to her Up aerial, this move has different properties that make it deceptively inconsistent. If the smaller 'spike' hit box within the sweet spot is not landed, the attack will send the opponent downwards or towards the side at differing angles, depending on how the hit boxes connect. This makes any possible follow ups largely improvised and based upon how the opponent reacts, even at higher levels of play. Down aerial's longer startup, the spike hit box being challenging to land, and not providing any realistic combo opportunities make it less useful than its counterpart. Nevertheless, it still plays an important role in Isabelle's kit, and can net her early KO's in the right situation.

Unlike Isabelle's other aerial attacks, it has virtually no use in her combos and strings. Lloid Trap can combo into her Down aerial via footstool, but is mostly an impractical novelty since the setup is very situational, difficult, and is likely never an ideal follow up. For the combo to be setup, Isabelle must be right next to the opponent and fully actionable as the trap is set off- in which case, all of her other potential follow ups are also available. When done correctly, the Down aerial hit will send the opponent into a Tech scenario. As this always gives up a clear desirable outcome, and often higher damage output, it is not worth the additional effort and risk.

Updates 1.1.0 and 8.0.0 have slightly improved its overall speed and reliability by reducing landing lag, startup time, and its total duration. The first buff Down aerial received in 1.1.0 was a "day 1 patch", meaning the original version of the move had virtually no competitive usage.

Update History[edit]

Super Smash Bros. Ultimate 1.1.0

  • Buff Up and down aerials have less landing lag (12 frames → 9).

Super Smash Bros. Ultimate 8.0.0

  • Buff Down aerial has less startup lag (frame 14 → 11) with its total duration reduced as well (FAF 46 → 43).

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 10.0% 0 AngleIcon270.png Standard 10 80 0 HitboxTableIcon(False).png 3.0 top 0.0 -5.5 0.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 10.0% 0 AngleIcon45.png Standard 30 100 0 HitboxTableIcon(False).png 6.5 top 0.0 -5.5 0.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
0 0 0 5.0% 0 AngleIcon45.png Standard 30 100 0 HitboxTableIcon(False).png 4.5 top 0.0 -4.0 0.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Attack[edit]

Initial autocancel 1-10
Clean hit 11-12
Late hit 11-28
Ending autocancel 36-
Interruptible 43
Animation length 56
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(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).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(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Interruptible 10
Animation length 22
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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Auto-canceling
Autocancel
Interruptibility
Interruptible