Super Smash Bros. Ultimate

Corrin (SSBU)/Forward aerial: Difference between revisions

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(→‎Overview: Added an overview. Editing on mobile so pls don't hurt me if there's issues.)
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:CorrinFAirSSBU.gif|thumb|500px|Hitbox visualization showing Corrin's forward aerial.]]
[[File:CorrinFAirSSBU.gif|thumb|500px|Hitbox visualization showing Corrin's forward aerial.]]
{{competitive expertise}}
 
==Overview==
==Overview==
{{SSBU|Corrin}} performs a simple, downward sword swing. This move is a staple in Corrin's neutral, with incredible range and shield safety. Given the low [[FAF]], it can also be used multiple times in a single jump. The high active frames also make it deceptively easy to land, and the hitbox range is exceptional. As a result, it can be seen as a premier forward aerial.
{{SSBU|Corrin}} performs a simple, downward sword swing. This move is a staple in Corrin's neutral, with incredible range and shield safety. Given the low [[FAF]], it can also be used multiple times in a single jump. The high active frames also make it deceptively easy to land, and the hitbox range is exceptional. As a result, it can be seen as a premier forward aerial.
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Forward aerial is very plus on hit, allowing it to combo in multiple different ways. When used with a [[SHFF]] at 0%, it can confirm options such as [[Dragon Lunge]], enabling its host of mixups or a forward kick. However, rising with the move enables forward aerial chains, which can lead into Corrin's exceptional juggle game. These can often lead to ~50% combos.  
Forward aerial is very plus on hit, allowing it to combo in multiple different ways. When used with a [[SHFF]] at 0%, it can confirm options such as [[Dragon Lunge]], enabling its host of mixups or a forward kick. However, rising with the move enables forward aerial chains, which can lead into Corrin's exceptional juggle game. These can often lead to ~50% combos.  


The move isn't without flaws, though. It's frame 9, which is slightly below average for a move of its nature. Using the move multiple times in a jump can also leave Corrin a bit vulnerable due to the noticeable endlag on a rising forward aerial. Corrin's [[air speed]] also holds back the move's range. It is also very poor for edgeguarding due to being designed for juggle combos, with the upward launch and poor [[KO]] potential helping opponents if anything. Back aerial is usually used instead in this case. It also deals mediocre damage on its own, requiring combo execution for the move to be useful. These issues are, however, extremely minor and do little to hurt the move's success.
However, its startup being frame 9 is slightly below average for an aerial of its nature. Using the move multiple times in a jump can leave Corrin vulnerable due to the noticeable endlag on a rising forward aerial. Corrin's [[air speed]] also holds back the move's range. It is also very poor for edgeguarding due to being designed for juggle combos, with the upward launch and poor [[KO]] potential helping opponents if anything. Back aerial is usually used instead in this case. These issues are, however, extremely minor and do little to hurt the move's success.
 
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
*{{buff|Corrin can grab ledges faster after using forward aerial (62 frames → 60).}}
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
*{{buff|Forward aerial deals more damage (7.5% → 9%), with knockback scaling compensated (99 → 87).}}


==Hitboxes==
==Hitboxes==
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{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=7.5%
|damage=9.0%
|angle=65
|angle=65
|af=3
|bk=40
|bk=40
|ks=99
|ks=87
|fkv=0
|fkv=0
|r=4.0
|r=4.0
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{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=7.5%
|damage=9.0%
|angle=65
|angle=65
|af=3
|bk=40
|bk=40
|ks=99
|ks=87
|fkv=0
|fkv=0
|r=4.0
|r=4.0
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{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|damage=7.5%
|damage=9.0%
|angle=65
|angle=65
|af=3
|bk=40
|bk=40
|ks=99
|ks=87
|fkv=0
|fkv=0
|r=4.0
|r=4.0
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}}
}}
|}
|}
==Timing==
==Timing==
===Attack===
===Attack===
The move enables ledge grabs from both sides starting on frame 60.
{|class="wikitable"
{|class="wikitable"
!Initial autocancel
!Initial autocancel
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|-
|-
!Animation length
!Animation length
|36
|16
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Interruptible|c=28}}
{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Interruptible|c=8}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}}

Latest revision as of 12:45, August 2, 2022

Hitbox visualization showing Corrin's forward aerial.

Overview[edit]

Corrin performs a simple, downward sword swing. This move is a staple in Corrin's neutral, with incredible range and shield safety. Given the low FAF, it can also be used multiple times in a single jump. The high active frames also make it deceptively easy to land, and the hitbox range is exceptional. As a result, it can be seen as a premier forward aerial.

Forward aerial is very plus on hit, allowing it to combo in multiple different ways. When used with a SHFF at 0%, it can confirm options such as Dragon Lunge, enabling its host of mixups or a forward kick. However, rising with the move enables forward aerial chains, which can lead into Corrin's exceptional juggle game. These can often lead to ~50% combos.

However, its startup being frame 9 is slightly below average for an aerial of its nature. Using the move multiple times in a jump can leave Corrin vulnerable due to the noticeable endlag on a rising forward aerial. Corrin's air speed also holds back the move's range. It is also very poor for edgeguarding due to being designed for juggle combos, with the upward launch and poor KO potential helping opponents if anything. Back aerial is usually used instead in this case. These issues are, however, extremely minor and do little to hurt the move's success.

Update History[edit]

Super Smash Bros. Ultimate 2.0.0

  • Buff Corrin can grab ledges faster after using forward aerial (62 frames → 60).

Super Smash Bros. Ultimate 8.0.0

  • Buff Forward aerial deals more damage (7.5% → 9%), with knockback scaling compensated (99 → 87).

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 9.0% 0 AngleIcon65.png Forward 40 87 0 HitboxTableIcon(False).png 4.0 haver -1.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash 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 9.0% 0 AngleIcon65.png Forward 40 87 0 HitboxTableIcon(False).png 4.0 haver -1.0 4.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash 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 9.0% 0 AngleIcon65.png Forward 40 87 0 HitboxTableIcon(False).png 4.0 haver -1.0 8.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Slash (effect) Sword (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Attack[edit]

The move enables ledge grabs from both sides starting on frame 60.

Initial autocancel 1-8
Hitboxes 9-12
Ending autocancel 30-
Interruptible 36
Animation length 60
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(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(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 FrameIcon(Interruptible).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(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 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]

Interruptible 9
Animation length 16
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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Auto-canceling
Autocancel
Interruptibility
Interruptible