Corrin (SSBU)/Up special: Difference between revisions
Raul Retana (talk | contribs) m (Added update history and rehit rate) |
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|effect=Water | |effect=Water | ||
|sfx=None | |sfx=None | ||
|nogfx=true | |||
|slvl=S | |slvl=S | ||
|a=f | |a=f | ||
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|id=0 | |id=0 | ||
|part=1 | |part=1 | ||
|rehit=2 | |||
|damage=1.2% | |damage=1.2% | ||
|angle=80 | |angle=80 | ||
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|id=1 | |id=1 | ||
|part=1 | |part=1 | ||
|rehit=2 | |||
|damage=1.2% | |damage=1.2% | ||
|angle=105 | |angle=105 | ||
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|id=2 | |id=2 | ||
|part=1 | |part=1 | ||
|rehit=2 | |||
|damage=1.2% | |damage=1.2% | ||
|angle=68 | |angle=68 | ||
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|id=3 | |id=3 | ||
|part=1 | |part=1 | ||
|rehit=2 | |||
|damage=1.2% | |damage=1.2% | ||
|angle=100 | |angle=100 | ||
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|id=4 | |id=4 | ||
|part=1 | |part=1 | ||
|rehit=2 | |||
|damage=1.2% | |damage=1.2% | ||
|angle=73 | |angle=73 | ||
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|angle=65 | |angle=65 | ||
|bk=70 | |bk=70 | ||
|ks= | |ks=170 | ||
|fkv= | |fkv=0 | ||
|r=8.5 | |r=8.5 | ||
|bn=rot | |bn=rot | ||
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|angle=65 | |angle=65 | ||
|bk=70 | |bk=70 | ||
|ks= | |ks=170 | ||
|fkv= | |fkv=0 | ||
|r=8.5 | |r=8.5 | ||
|bn=rot | |bn=rot | ||
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{{HitboxTableRowNote|Hit 1 and the multihits use weight-independent knockback.|25}} | {{HitboxTableRowNote|Hit 1 and the multihits use weight-independent knockback.|25}} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" |
Latest revision as of 10:39, November 18, 2024
Overview[edit]
Corrin ascends in their humanoid dragon form, performing Dragon Ascent. Thanks to the intangibility from frame 7, this can be seen as a fairly decent out of shield option. However, it is vulnerable to being shielded by opponents who know the hitbox comes out later, making it risky.
The knockback from this move is fairly mediocre, with it only really KOing with platform assistance or during juggle situations. It can also be unsafe on hit at lower percentages. However, at higher percentages, shielding on a platform as Corrin does threaten the opponent.
As a recovery move, due to it removing aerial momentum after use, Corrin can end up missing the ledge fairly easily. The distance covered is also only average, though it can be angled. This combined with Corrin's reliance on a midair jump leads to them being fairly easy to gimp. As such, the move's drawbacks make it used more by force, rather than choice.
Update History[edit]
- Dragon Ascent has more invincibility frames (frames 10-17 → 7-17).
- Dragon Ascent's hits connect more reliably and its final hit has more knockback.
- Dragon Ascent travels noticeably more vertical and horizontal distance.
Hitboxes[edit]
Timing[edit]
Intangibility | 7-17 |
---|---|
Hit 1 | 18-19 |
Multihits | 20-28 |
Final hit | 29-30 |
Animation length | 56 |
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |
|