Super Smash Bros. 4

Roy (SSB4)/Back aerial: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:RoyBAirSSB4.gif|thumb|270px|Hitbox visualization showing Roy's back aerial.]]


==Overview==
==Overview==
{{competitive expertise}}
{{competitive expertise}}
Swings his Binding Blade in an upward direction behind himself. If timed properly, its fast start-up allows it to reliably edgeguard opponents attempting vertical recoveries below the ledge, potentially leading to a [[stage spike]]. Otherwise strong under its own merit, the move offers itself as a valid K.O. option, though its usefulness is fairly limited by situational effectiveness.
Swings his Binding Blade in an upward direction behind himself. If timed properly, its fast start-up allows it to reliably edgeguard opponents attempting vertical recoveries below the ledge, potentially leading to a [[stage spike]]. Otherwise strong under its own merit, the move offers itself as a valid K.O. option, though its usefulness is fairly limited by situational effectiveness.
 
==Update history==
'''{{GameIcon|ssb4}} [[1.1.4]]'''
*{{buff|Back aerial landing lag|19|16}}
==Hitboxes==
==Hitboxes==
{{SSB4HitboxTableHeader}}
{{SSB4HitboxTableHeader}}

Latest revision as of 16:24, August 3, 2020

Hitbox visualization showing Roy's back aerial.

Overview[edit]

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Swings his Binding Blade in an upward direction behind himself. If timed properly, its fast start-up allows it to reliably edgeguard opponents attempting vertical recoveries below the ledge, potentially leading to a stage spike. Otherwise strong under its own merit, the move offers itself as a valid K.O. option, though its usefulness is fairly limited by situational effectiveness.

Update history[edit]

Super Smash Bros. 4 1.1.4

  • Buff Back aerial landing lag: 19 → 16

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 12% 0 Sakurai angle 30 100 0 4.2 0 0.0 10.5 -7.0 to -4.5 1.0x 1.3x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
1 0 12% 0 Sakurai angle 30 100 0 4.0 1002 2.5 0.0 0.4 1.0x 1.3x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Slash SpecialsDirect.png
0 0 9% 0 Sakurai angle 10 100 0 4.0 1002 2.5 0.0 7.2 1.0x 0.7x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Sword (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png

Timing[edit]

Attack[edit]

Initial autocancel 1-2
Turnaround 3
Hitboxes 8-10
Ending autocancel 32-
Interruptible 36
Animation length 43
FrameIcon(Lag).png FrameIcon(LagStateS).png FrameIcon(LagStateE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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(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(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(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

Landing lag[edit]

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(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(BlankStateS).pngFrameIcon(BlankStateE).png
State change
Auto-canceling
Autocancel
Interruptibility
Interruptible