Super Smash Bros. Brawl

Kirby (SSBB)/Back aerial: Difference between revisions

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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
[[File:KirbyBAirSSBB.gif|thumb|500px|Hitbox visualization showing Kirby's back aerial.]]
==Overview==
==Overview==
[[File:Kirby_Back_Aerial_Hitbox_Brawl.png|thumb|right|Hitbox of Kirby's bair.]]
Kirby kicks backward with both of his feet, dealing 12% damage on the first frames, then 9% on the later frames. Has [[sex kick]] properties, but the hitbox lasts shorter than other sex kicks. It has good range with a slightly [[disjointed]] hitbox, and is good for [[spacing]]. It is Kirby's best [[approach]] option (although still poor), and Kirby players commonly approach while jumping backwards (via [[RAR]]), using the back aerial when opponents get close. Can KO at percents under 150% when fresh, but the move will usually be [[stale]] because Kirby players use it often. However it can still KO through [[edgeguarding]] or [[gimp]]ing, and can perform [[Fence of Pain]] techniques. It has very low [[start-up]] lag, as well as low [[ending lag]] and almost no [[landing lag]]. It is considered Kirby's best aerial and one of his best moves overall due to its usefulness both offensively and defensively, as well as its great edgeguarding capabilities.
Kirby kicks backward with both of his feet, dealing 12% damage on the first frames, then 9% on the later frames. Has [[sex kick]] properties, but the hitbox lasts shorter than other sex kicks. It has good range with a slightly [[disjointed]] hitbox, and is good for [[spacing]]. It is Kirby's best [[approach]] option (although still poor), and Kirby players commonly approach while jumping backwards (via [[RAR]]), using the back aerial when opponents get close. Can KO at percents under 150% when fresh, but the move will usually be [[stale]] because Kirby players use it often. However it can still KO through [[edgeguarding]] or [[gimp]]ing, and can perform [[Fence of Pain]] techniques. It has very low [[start-up]] lag, as well as low [[ending lag]] and almost no [[landing lag]]. It is considered Kirby's best aerial and one of his best moves overall due to its usefulness both offensively and defensively, as well as its great edgeguarding capabilities.


==Hitboxes==
==Hitboxes==
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{HitboxTableTitle|Clean hit|24}}
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|ypos=30000
|ypos=300000
|zpos=-720000
|zpos=-720000
|trip=0
|trip=0
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|bn=400
|xpos=0.0
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|ypos=300000
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{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}


{{MvSubNavKirby|g=SSBB}}
{{MvSubNavKirby|g=SSBB}}

Latest revision as of 00:33, May 20, 2024

Hitbox visualization showing Kirby's back aerial.

Overview[edit]

Kirby kicks backward with both of his feet, dealing 12% damage on the first frames, then 9% on the later frames. Has sex kick properties, but the hitbox lasts shorter than other sex kicks. It has good range with a slightly disjointed hitbox, and is good for spacing. It is Kirby's best approach option (although still poor), and Kirby players commonly approach while jumping backwards (via RAR), using the back aerial when opponents get close. Can KO at percents under 150% when fresh, but the move will usually be stale because Kirby players use it often. However it can still KO through edgeguarding or gimping, and can perform Fence of Pain techniques. It has very low start-up lag, as well as low ending lag and almost no landing lag. It is considered Kirby's best aerial and one of his best moves overall due to its usefulness both offensively and defensively, as well as its great edgeguarding capabilities.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 12% 0 Sakurai angle 20 105 0 7.0 400 0.0 5.0 -12.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 12% 0 Sakurai angle 20 105 0 6.0 400 0.0 5.0 -5.5 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
Late hit
0 0 9% 0 Sakurai angle 0 110 0 6.0 400 0.0 5.0 -12.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
0 0 9% 0 Sakurai angle 0 110 0 6.0 400 0.0 5.0 -5.5 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png

Timing[edit]

Attack[edit]

Initial autocancel 1-5
Clean hit 6-8
Late hit 9-14
Ending autocancel 28-
Interruptible 41
Animation length 43
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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(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(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 9
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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Auto-canceling
Autocancel
Interruptibility
Interruptible