Corrin (SSBU)/Forward aerial: Difference between revisions
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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. | 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== | ||
Line 15: | Line 21: | ||
|damage=9.0% | |damage=9.0% | ||
|angle=65 | |angle=65 | ||
|af=3 | |||
|bk=40 | |bk=40 | ||
|ks=87 | |ks=87 | ||
Line 33: | Line 40: | ||
|damage=9.0% | |damage=9.0% | ||
|angle=65 | |angle=65 | ||
|af=3 | |||
|bk=40 | |bk=40 | ||
|ks=87 | |ks=87 | ||
Line 51: | Line 59: | ||
|damage=9.0% | |damage=9.0% | ||
|angle=65 | |angle=65 | ||
|af=3 | |||
|bk=40 | |bk=40 | ||
|ks=87 | |ks=87 | ||
Line 69: | Line 78: | ||
==Timing== | ==Timing== | ||
===Attack=== | ===Attack=== | ||
The move enables ledge grabs from both sides starting on frame 60. | |||
{|class="wikitable" | {|class="wikitable" | ||
!Initial autocancel | !Initial autocancel | ||
Line 98: | Line 108: | ||
|- | |- | ||
!Animation length | !Animation length | ||
| | |16 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Interruptible|c= | {{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
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]
- Corrin can grab ledges faster after using forward aerial (62 frames → 60).
- Forward aerial deals more damage (7.5% → 9%), with knockback scaling compensated (99 → 87).
Hitboxes[edit]
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 |
Landing lag[edit]
Interruptible | 9 |
---|---|
Animation length | 16 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
|