Isabelle (SSBU)/Forward aerial: Difference between revisions
(New Page: {{ArticleIcons|ssbu=y}} thumb|600px|Hitbox visualization showing Isabelle's forward aerial. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateHitbo...) |
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:IsabelleFAir.gif|thumb|600px|Hitbox visualization showing Isabelle's forward aerial.]] | [[File:IsabelleFAir.gif|thumb|600px|Hitbox visualization showing Isabelle's forward aerial.]] | ||
==Overview== | ==Overview== | ||
Isabelle's forward air is used for a variety of purposes, such as creating space, safely racking up damage in neutral, extending combos, and edge guarding. Learning how to short hop and fast fall properly while using Forward aerial is essential for getting the most mileage out of the move, allowing for greater manipulation of Isabelle's spacing and trajectory of the projectile. | |||
Despite being one of her less novel moves, it is often the most used move in her arsenal- and a cornerstone of her desired play style. This is largely due to her other moves and attributes lending her towards more safe gameplay, if possible. Many of her moves are close range, but are not particularly fast or deal high damage. Additionally, distinctive attributes such as her Fishing rod and [[Lloid Trap]], are not reliable tools for her offensive or neutral play. So due to the relatively low reward, and situational use of many of her options, Forward aerial and to a lesser extent [[Back aerial]] are key aspects to her success in many matchups. | |||
Despite being identical to Villager's, Isabelle utilizes Forward air more often. This is primarily because she has worse offensive play, and better defensive attributes. Additionally, it is her main means of pressuring from afar, which is more important for Isabelle than Villager due to her overall worse survivability and disadvantage state. | |||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' | |||
*'''Bug''': Created the Slingshot Crash glitch where if Villager or Isabelle Pocket one another's slingshot from a Pocket, the game will crash. | |||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | |||
*{{bugfix|Fixed the Slingshot Crash glitch.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | |||
*{{nerf|Slingshot attacks (forward and back aerials) deal less shield damage.}} | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Clean hit| | {{HitboxTableTitle|Clean hit|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 11: | Line 24: | ||
|sd=-3.5 | |sd=-3.5 | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=55 | |bk=55 | ||
|ks=100 | |ks=100 | ||
Line 25: | Line 39: | ||
|slvl=M | |slvl=M | ||
|direct=f | |direct=f | ||
|reflectable=t | |||
}} | }} | ||
{{HitboxTableTitle| | {{HitboxTableTitle|Mid hit|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 32: | Line 47: | ||
|sd=-2.0 | |sd=-2.0 | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=10 | |bk=10 | ||
|ks=100 | |ks=100 | ||
Line 46: | Line 62: | ||
|slvl=S | |slvl=S | ||
|direct=f | |direct=f | ||
|reflectable=t | |||
}} | }} | ||
{{HitboxTableTitle| | {{HitboxTableTitle|Late hit|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 53: | Line 70: | ||
|sd=-1.0 | |sd=-1.0 | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=10 | |bk=10 | ||
|ks=100 | |ks=100 | ||
Line 67: | Line 85: | ||
|slvl=S | |slvl=S | ||
|direct=f | |direct=f | ||
|reflectable=t | |||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
===Attack=== | ===Attack=== | ||
Line 76: | Line 96: | ||
|- | |- | ||
!Clean hit | !Clean hit | ||
|10- | |10-12 | ||
|- | |||
!Mid hit | |||
|13-18 | |||
|- | |- | ||
!Late hit | !Late hit | ||
| | |19-23 | ||
|- | |- | ||
!Ending autocancel | !Ending autocancel | ||
Line 95: | Line 115: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t= | {{FrameStrip|t=Blank|c=9}}{{FrameStrip|t=Hitbox|c=3|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=6|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=5|s=HitboxChangeE}}{{FrameStrip|t=Blank|c=34}} | ||
|- | |||
{{FrameStrip|t=Lag|c=9|e=LagPropS}}{{FrameStrip|t=Lag|c=30|s=LagPropE}}{{FrameStrip|t=Interruptible|c=18}} | |||
|- | |- | ||
{{FrameStrip|t=Autocancel|c=2}}{{FrameStrip|t=Blank|c=27}}{{FrameStrip|t=Autocancel|c=28}} | {{FrameStrip|t=Autocancel|c=2}}{{FrameStrip|t=Blank|c=27}}{{FrameStrip|t=Autocancel|c=28}} | ||
Line 102: | Line 124: | ||
===Landing lag=== | ===Landing lag=== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Interruptible | |||
|15 | |||
|- | |||
!Animation length | !Animation length | ||
| | |29 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=14}} | {{FrameStrip|t=Lag|c=14}}{{FrameStrip|t=Interruptible|c=15}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|prop=y|autocancel=y|interruptible=y}} | ||
==Pellet parameters== | |||
These parameters are shared with Isabelle's {{mvsub|Isabelle|SSBU|back aerial}}. | |||
{|class="wikitable" | |||
!Lifetime | |||
|14 frames | |||
|- | |||
!Travel speed | |||
|4.8 | |||
|- | |||
!Initial travel angle | |||
|{{rollover|5.73°|0.1 in radians|y}} | |||
|- | |||
!Gravity | |||
|0.1 | |||
|- | |||
!Falling speed | |||
|1 | |||
|- | |||
!Can pierce opponents? | |||
|No | |||
|} | |||
{{MvSubNavIsabelle|g=SSBU}} | {{MvSubNavIsabelle|g=SSBU}} | ||
[[Category:Isabelle (SSBU)]] | [[Category:Isabelle (SSBU)]] | ||
[[Category:Forward aerials (SSBU)]] | [[Category:Forward aerials (SSBU)]] |
Latest revision as of 19:12, January 6, 2024
Overview[edit]
Isabelle's forward air is used for a variety of purposes, such as creating space, safely racking up damage in neutral, extending combos, and edge guarding. Learning how to short hop and fast fall properly while using Forward aerial is essential for getting the most mileage out of the move, allowing for greater manipulation of Isabelle's spacing and trajectory of the projectile.
Despite being one of her less novel moves, it is often the most used move in her arsenal- and a cornerstone of her desired play style. This is largely due to her other moves and attributes lending her towards more safe gameplay, if possible. Many of her moves are close range, but are not particularly fast or deal high damage. Additionally, distinctive attributes such as her Fishing rod and Lloid Trap, are not reliable tools for her offensive or neutral play. So due to the relatively low reward, and situational use of many of her options, Forward aerial and to a lesser extent Back aerial are key aspects to her success in many matchups.
Despite being identical to Villager's, Isabelle utilizes Forward air more often. This is primarily because she has worse offensive play, and better defensive attributes. Additionally, it is her main means of pressuring from afar, which is more important for Isabelle than Villager due to her overall worse survivability and disadvantage state.
Update History[edit]
- Bug: Created the Slingshot Crash glitch where if Villager or Isabelle Pocket one another's slingshot from a Pocket, the game will crash.
- Fixed the Slingshot Crash glitch.
- Slingshot attacks (forward and back aerials) deal less shield damage.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1-2 |
---|---|
Clean hit | 10-12 |
Mid hit | 13-18 |
Late hit | 19-23 |
Ending autocancel | 30- |
Interruptible | 40 |
Animation length | 57 |
Landing lag[edit]
Interruptible | 15 |
---|---|
Animation length | 29 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Prop event |
Interruptible |
Pellet parameters[edit]
These parameters are shared with Isabelle's back aerial.
Lifetime | 14 frames |
---|---|
Travel speed | 4.8 |
Initial travel angle | 5.73° |
Gravity | 0.1 |
Falling speed | 1 |
Can pierce opponents? | No |