Super Smash Bros. Ultimate

Isabelle (SSBU)/Up tilt: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:IsabelleUTilt.gif|thumb|450px|Hitbox visualization showing Isabelle's up tilt.]]
[[File:IsabelleUTilt.gif|thumb|350px|Hitbox visualization showing Isabelle's up tilt.]]
{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Isabelle swings a broom in an arching motion above her. It [[combo]]s into itself at low percents, while it combos into {{mvsub|Isabelle|SSBU|neutral aerial}} and {{mvsub|Isabelle|SSBU|up aerial}} at mid percents, as well as {{mvsub|Isabelle|SSBU|forward aerial}} situationally. Additionally, it can begin combos out of her {{mvsub|Isabelle|SSBU|jab}} when reversed. Its disjointed hitbox also makes it useful for anti-airing and [[juggling]], all while its low startup (6 frames) and endlag (16 frames) make it an occasionally safe move to use in neutral.
The main drawbacks of this move are its puny range as a grounded neutral tool (A prevailing issue throughout much of her moveset), and being too short to reach most platforms- relying on {{mvsub|Isabelle|SSBU|up aerial}} instead. Additionally, inputting a reversed Up tilt quickly- especially in a neutral game state- is rather challenging.
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Up tilt has less ending lag (FAF 33 → 30), improving its combo potential.}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
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{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=8}}{{FrameStrip|t=Lag|c=19}}{{FrameStrip|t=Interruptible|c=20}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=8}}{{FrameStrip|t=Lag|c=16}}{{FrameStrip|t=Interruptible|c=20}}
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Latest revision as of 16:23, October 28, 2024

Hitbox visualization showing Isabelle's up tilt.
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You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Isabelle swings a broom in an arching motion above her. It combos into itself at low percents, while it combos into neutral aerial and up aerial at mid percents, as well as forward aerial situationally. Additionally, it can begin combos out of her jab when reversed. Its disjointed hitbox also makes it useful for anti-airing and juggling, all while its low startup (6 frames) and endlag (16 frames) make it an occasionally safe move to use in neutral.

The main drawbacks of this move are its puny range as a grounded neutral tool (A prevailing issue throughout much of her moveset), and being too short to reach most platforms- relying on up aerial instead. Additionally, inputting a reversed Up tilt quickly- especially in a neutral game state- is rather challenging.

Update History[edit]

Super Smash Bros. Ultimate 8.0.0

  • Buff Up tilt has less ending lag (FAF 33 → 30), improving its combo potential.

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 8.0% 0 AngleIcon98.png Standard 52 76 0 HitboxTableIcon(False).png 3.5 havel 0.0 1.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (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 8.0% 0 AngleIcon98.png Standard 52 76 0 HitboxTableIcon(False).png 5.0 havel 0.0 7.5 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (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]

Hitboxes 6-13
Interruptible 30
Animation length 49
FrameIcon(Lag).png 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(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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible