Kirby (SSB)/Up tilt: Difference between revisions
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==Overview== | ==Overview== | ||
[[File:Kirby Up Tilt Hitbox Smash 64.gif|thumb|The hitbox of Kirby's u-tilt.]] | [[File:Kirby Up Tilt Hitbox Smash 64.gif|thumb|The hitbox of Kirby's u-tilt.]] | ||
Kirby does a vertical kick. It is widely regarded as among the best attacks in the game, and maybe even the series, due to dealing high damage (14% clean, 10% late), quick speed, ability to [[shield break combo|break shields]] via repeated use (which is very possible due to the quick speed), ability to [[combo]] (can chain into itself for up to 60%+ depending on the opponent, and easily lead into other moves such as aerials), good KO power at very high percentages, and a ridiculously [[disjointed]] [[hitbox]] that covers the length of more than one Kirby both horizontally and vertically - this is considered the main reason Kirby hard counters {{SSB|Yoshi}}, as it outspaces all of his reliable [[approach]] options. | Kirby does a vertical kick. It is widely regarded as among the best attacks in the game, and maybe even the series, due to dealing high damage (14% clean, 10% late), quick speed (in fact, it interrupts on frame 16, being extremely fast and hard to counter), ability to [[shield break combo|break shields]] via repeated use (which is very possible due to the quick speed), ability to [[combo]] (can chain into itself for up to 60%+ depending on the opponent, and easily lead into other moves such as aerials), good KO power at very high percentages, and a ridiculously [[disjointed]] [[hitbox]] that covers the length of more than one Kirby both horizontally and vertically - this is considered the main reason Kirby hard counters {{SSB|Yoshi}}, as it outspaces all of his reliable [[approach]] options. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 17:06, December 18, 2014
Overview
Kirby does a vertical kick. It is widely regarded as among the best attacks in the game, and maybe even the series, due to dealing high damage (14% clean, 10% late), quick speed (in fact, it interrupts on frame 16, being extremely fast and hard to counter), ability to break shields via repeated use (which is very possible due to the quick speed), ability to combo (can chain into itself for up to 60%+ depending on the opponent, and easily lead into other moves such as aerials), good KO power at very high percentages, and a ridiculously disjointed hitbox that covers the length of more than one Kirby both horizontally and vertically - this is considered the main reason Kirby hard counters Yoshi, as it outspaces all of his reliable approach options.
Hitboxes
Timing
Clean hit | 4-5 |
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Late hit | 6-11 |
Animation length | 16 |
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![]() Lag time |
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![]() ![]() Hitbox change |
Similar moves