Super Smash Bros. Ultimate

Wii Fit Trainer (SSBU)/Up tilt: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:WFT Up Tilt.gif|400px|thumb|right|Hitbox visualization showing Wii Fit Trainer's up tilt.]]
[[File:WFT Up Tilt.gif|400px|thumb|Hitbox visualization showing Wii Fit Trainer's up tilt.]]
 
==Overview==
Wii Fit Trainer performs the Triangle pose, bending down and stretching an arm straight up. This attack is an excellent antiair due to its large, long-lasting hitboxes and similarly long-lasting [[intangibility]] on Wii Fit Trainer's outstretched arm, which creates a very large [[disjoint]] that only a select few characters can successfully challenge from above. Up tilt also serves as a reliable combo tool, comboing into itself at low percents and aerials (typically up aerial) at mid and even high percents. With [[Deep Breathing]] active, up tilt can sometimes even true combo into up air as a [[kill confirm]]. As of Update {{SSBU|8.0.0}}, up tilt can also [https://twitter.com/isolatedinvy/status/1277795511723065347?s=20 true combo into up smash as a kill confirm], although the confirm is very percent and character specific, not to mention Deep Breathing dependent. Aside from up tilt's arm hitboxes, the move also has a smaller sourspot on Wii Fit trainer's butt which sends the opponent away instead of straight up, making it much less useful as a combo starter, although it can still sometimes combo into back aerial at low percents. Up tilt can also be pivot canceled, greatly improving its horizontal coverage. The move's only real weakness is its complete inability to hit short or pancaking characters directly in front of Wii Fit Trainer, although there are many antiair moves in ''Ultimate'' that share this issue, such as {{SSBU|Falco}}'s up smash. Overall, up tilt is one of Wii Fit Trainer's only moves with notably large and consistent hitboxes, and is one of her most reliable moves as a result.


==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|part=0
|damage=10.0%
|damage=10.0%
|angle=90
|angle=90
Line 19: Line 20:
|zpos=0.0
|zpos=0.0
|type=Hand
|type=Hand
|sdi=1.0
|ff=1.0
|ff=1.0
|trip=0.0
|g=1
|a=1
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
Line 29: Line 26:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|part=0
|damage=10.0%
|damage=10.0%
|angle=90
|angle=90
Line 41: Line 37:
|zpos=0.0
|zpos=0.0
|type=Hand
|type=Hand
|sdi=1.0
|ff=1.0
|ff=1.0
|trip=0.0
|g=1
|a=1
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
}}
}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=2
|part=0
|damage=10.0%
|damage=10.0%
|angle=75
|angle=75
|af=4
|bk=60
|bk=60
|ks=50
|ks=50
Line 63: Line 55:
|zpos=-5.0
|zpos=-5.0
|type=Hand
|type=Hand
|sdi=1.0
|ff=1.0
|ff=1.0
|trip=0.0
|g=1
|a=1
|sfx=Punch
|sfx=Punch
|slvl=M
|slvl=M
}}
}}
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
Line 77: Line 66:
|5-12
|5-12
|-
|-
!Intangibility*
!Right arm intangible
|3-12
|3-12
|-
|-
Line 88: Line 77:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=8}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=24}}
!Hitboxes {{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=8}}{{FrameStrip|t=Lag|c=17}}{{FrameStrip|t=Interruptible|c=24}}
|-
|-
{{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Intangible|c=10}}{{FrameStrip|t=Vulnerable|c=41}}
!Arm {{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Intangible|c=10}}{{FrameStrip|t=Vulnerable|c=41}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|vulnerable=y|intangible=y}}
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y|vulnerable=y|intangible=y}}
<nowiki>*</nowiki>Intangibility occurs on outstretched arm only.
==Tips==
*Up tilt can be used as a combo starter.


{{MvSubNavWiiFitTrainer|g=SSBU}}
{{MvSubNavWiiFitTrainer|g=SSBU}}

Latest revision as of 09:00, April 12, 2023

Hitbox visualization showing Wii Fit Trainer's up tilt.

Overview[edit]

Wii Fit Trainer performs the Triangle pose, bending down and stretching an arm straight up. This attack is an excellent antiair due to its large, long-lasting hitboxes and similarly long-lasting intangibility on Wii Fit Trainer's outstretched arm, which creates a very large disjoint that only a select few characters can successfully challenge from above. Up tilt also serves as a reliable combo tool, comboing into itself at low percents and aerials (typically up aerial) at mid and even high percents. With Deep Breathing active, up tilt can sometimes even true combo into up air as a kill confirm. As of Update 8.0.0, up tilt can also true combo into up smash as a kill confirm, although the confirm is very percent and character specific, not to mention Deep Breathing dependent. Aside from up tilt's arm hitboxes, the move also has a smaller sourspot on Wii Fit trainer's butt which sends the opponent away instead of straight up, making it much less useful as a combo starter, although it can still sometimes combo into back aerial at low percents. Up tilt can also be pivot canceled, greatly improving its horizontal coverage. The move's only real weakness is its complete inability to hit short or pancaking characters directly in front of Wii Fit Trainer, although there are many antiair moves in Ultimate that share this issue, such as Falco's up smash. Overall, up tilt is one of Wii Fit Trainer's only moves with notably large and consistent hitboxes, and is one of her most reliable moves as a result.

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
0 0 0 10.0% 0 AngleIcon90.png Standard 40 70 0 HitboxTableIcon(False).png 5.5 armr 3.5 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M 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 AngleIcon90.png Standard 40 70 0 HitboxTableIcon(False).png 4.5 armr -1.5 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 10.0% 0 AngleIcon75.png Backward 60 50 0 HitboxTableIcon(False).png 3.0 top 0.0 10.0 -5.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M 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]

Hitbox 5-12
Right arm intangible 3-12
Interruptible 30
Animation length 53
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(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(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
Arm  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible