Kirby (SSBU)/Up special: Difference between revisions
(→Attack) |
(→Overview: What...? I thought I was going crazy. Why is this describing one of Kirby's throws?) |
||
Line 6: | Line 6: | ||
{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
Draws out his [[Final Cutter]], jumps a moderate distance upwards before plummeting downwards while holding the Cutter with both hands. If Kirby lands on the ground, the Cutter will release a small projectile that will travel a short distance forwards. | Draws out his [[Final Cutter]], jumps a moderate distance upwards before plummeting downwards while holding the Cutter with both hands. If Kirby lands on the ground, the Cutter will release a small projectile that will travel a short distance forwards. The move has niche use with disrupting aerial combos and be used to check approaches. On the ledge, Kirby can use the move to rack up extra chip damage on an unshielded opponent, or edgeguard recoveries that don't snap to the ledge. | ||
==Update History== | ==Update History== |
Latest revision as of 16:40, September 30, 2023
Overview[edit]
Draws out his Final Cutter, jumps a moderate distance upwards before plummeting downwards while holding the Cutter with both hands. If Kirby lands on the ground, the Cutter will release a small projectile that will travel a short distance forwards. The move has niche use with disrupting aerial combos and be used to check approaches. On the ledge, Kirby can use the move to rack up extra chip damage on an unshielded opponent, or edgeguard recoveries that don't snap to the ledge.
Update History[edit]
- The animation for Final Cutter has been adjusted.
- Final Cutter can snap to the ledge earlier (frame 36 → 33).
Hitboxes[edit]
Attack[edit]
Clean hit 2 prevents opponents from teching on floors or walls until they bounce off or their hitstun ends, ensuring the landing hit can connect.
Landing (cutter)[edit]
Timing[edit]
Attack[edit]
The second hit lasts as long as Kirby continues falling. The timings below are when he initiates and lands with the move at ground level.
The move enables ledge grabs from the front starting on frame 33. It cannot grab ledges from behind.
Hit 1, clean | 23-24 |
---|---|
Hit 1, late | 25-26 |
Hit 2, clean | 41-49 |
Hit 2, late | 50-52 |
Landing (cutter)[edit]
Early hit | 1-2 |
---|---|
Clean hit | 3-19 |
Interruptible | 31 |
Animation length | 40 |
Lag time |
Hitbox |
Hitbox change |
Prop event |
Interruptible |
Parameters[edit]
Move[edit]
Aerial height multiplier | 0.8 |
---|---|
Horizontal speed at the start of the jump | 0 |
Stick sensitivity to reverse | 0.25 |
Cutter X offset | 14u |
Cutter[edit]
Lifetime | 19 frames |
---|---|
Initial speed | 4.8 |
Friction | 0.28 |
Travel angle | 0° |
Ground collision offsets | [-0.5, 0.5] |
Can pierce opponents? | Yes |
|