Corrin (SSBU)/Up special: Difference between revisions
(New Page: {{ArticleIcons|ssbu=y}} thumb|500px|Hitbox visualization showing Corrin's up special, Dragon Ascent. {{competitive expertise}} ==Overview== ==Hitboxes==...) |
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:CorrinUSpecialSSBU.gif|thumb|500px|Hitbox visualization showing Corrin's up special, Dragon Ascent.]] | [[File:CorrinUSpecialSSBU.gif|thumb|500px|Hitbox visualization showing Corrin's up special, Dragon Ascent.]] | ||
==Overview== | ==Overview== | ||
{{SSBU|Corrin}} ascends in their humanoid dragon form, performing [[Dragon Ascent]]. Thanks to the [[intangibility]] from frame 7, this can be seen as a fairly decent [[out of shield]] option. However, it is vulnerable to being [[shield]]ed by opponents who know the hitbox comes out later, making it risky. | |||
The [[knockback]] from this move is fairly mediocre, with it only really [[KO]]ing with platform assistance or during juggle situations. It can also be unsafe on hit at lower [[percentage]]s. However, at higher percentages, shielding on a platform as Corrin does threaten the opponent. | |||
As a [[recovery]] move, due to it removing aerial momentum after use, Corrin can end up missing the ledge fairly easily. The distance covered is also only average, though it can be angled. This combined with Corrin's reliance on a midair jump leads to them being fairly easy to [[gimp]]. As such, the move's drawbacks make it used more by force, rather than choice. | |||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | |||
*{{buff|Dragon Ascent has more invincibility frames (frames 10-17 → 7-17).}} | |||
*{{buff|Dragon Ascent's hits connect more reliably and its final hit has more knockback.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | |||
*{{buff|Dragon Ascent travels noticeably more vertical and horizontal distance.}} | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1| | ! {{rollover|Rehit rate|If not 0, hits again every X frames|y}} | ||
{{HitboxTableTitle|Hit 1|25}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 25: | Line 38: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
|0 | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
Line 42: | Line 56: | ||
|effect=Water | |effect=Water | ||
|sfx=None | |sfx=None | ||
|nogfx=true | |||
|slvl=S | |slvl=S | ||
|a=f | |a=f | ||
}} | }} | ||
{{HitboxTableTitle|Multihits| | |0 | ||
{{HitboxTableTitle|Multihits|25}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|part=1 | |part=1 | ||
|rehit=2 | |||
|damage=1.2% | |damage=1.2% | ||
|angle=80 | |angle=80 | ||
Line 65: | Line 82: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
|2 | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|part=1 | |part=1 | ||
|rehit=2 | |||
|damage=1.2% | |damage=1.2% | ||
|angle=105 | |angle=105 | ||
Line 84: | Line 103: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
|2 | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
|part=1 | |part=1 | ||
|rehit=2 | |||
|damage=1.2% | |damage=1.2% | ||
|angle=68 | |angle=68 | ||
Line 103: | Line 124: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
|2 | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=3 | |id=3 | ||
|part=1 | |part=1 | ||
|rehit=2 | |||
|damage=1.2% | |damage=1.2% | ||
|angle=100 | |angle=100 | ||
Line 122: | Line 145: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
|2 | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=4 | |id=4 | ||
|part=1 | |part=1 | ||
|rehit=2 | |||
|damage=1.2% | |damage=1.2% | ||
|angle=73 | |angle=73 | ||
Line 141: | Line 166: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
{{HitboxTableTitle|Final hit| | |2 | ||
{{HitboxTableTitle|Final hit|25}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 148: | Line 174: | ||
|angle=65 | |angle=65 | ||
|bk=70 | |bk=70 | ||
|ks= | |ks=170 | ||
|fkv= | |fkv=0 | ||
|r=8.5 | |r=8.5 | ||
|bn=rot | |bn=rot | ||
Line 161: | Line 187: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
|0 | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
Line 167: | Line 194: | ||
|angle=65 | |angle=65 | ||
|bk=70 | |bk=70 | ||
|ks= | |ks=170 | ||
|fkv= | |fkv=0 | ||
|r=8.5 | |r=8.5 | ||
|bn=rot | |bn=rot | ||
Line 180: | Line 207: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
|0 | |||
{{HitboxTableRowNote|Hit 1 and the multihits use weight-independent knockback.|25}} | |||
|} | |} | ||
==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" |
Latest revision as of 10:39, November 18, 2024
Overview[edit]
Corrin ascends in their humanoid dragon form, performing Dragon Ascent. Thanks to the intangibility from frame 7, this can be seen as a fairly decent out of shield option. However, it is vulnerable to being shielded by opponents who know the hitbox comes out later, making it risky.
The knockback from this move is fairly mediocre, with it only really KOing with platform assistance or during juggle situations. It can also be unsafe on hit at lower percentages. However, at higher percentages, shielding on a platform as Corrin does threaten the opponent.
As a recovery move, due to it removing aerial momentum after use, Corrin can end up missing the ledge fairly easily. The distance covered is also only average, though it can be angled. This combined with Corrin's reliance on a midair jump leads to them being fairly easy to gimp. As such, the move's drawbacks make it used more by force, rather than choice.
Update History[edit]
- Dragon Ascent has more invincibility frames (frames 10-17 → 7-17).
- Dragon Ascent's hits connect more reliably and its final hit has more knockback.
- Dragon Ascent travels noticeably more vertical and horizontal distance.
Hitboxes[edit]
Timing[edit]
Intangibility | 7-17 |
---|---|
Hit 1 | 18-19 |
Multihits | 20-28 |
Final hit | 29-30 |
Animation length | 56 |
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |
|