Super Smash Bros. Ultimate

Isabelle (SSBU)/Forward tilt: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:IsabelleForwardTilt.gif|thumb|350px|Hitbox visualization showing Isabelle's forward tilt.]]
[[File:IsabelleForwardTilt.gif|thumb|350px|Hitbox visualization showing Isabelle's forward tilt.]]
{{competitive expertise}}
 
==Overview==
==Overview==
Isabelle swings a candy umbrella in front of her. With decent horizontal [[reach]] and eight frame [[startup]], it's a solid [[spacing]] option. Its vertically wide [[hitbox]]es also allows it to [[two frame]] [[recover]]ing opponents and punish [[ledge hang]]s, giving it [[edgeguard]]ing utility. Having lower startup time than Forward aerial and especially Back aerial, Forward tilt can serve as a well disjointed 'get off me' tool- should Isabelle be approached.
While identical to {{SSBU|Villager}}'s {{mvsub|Villager|SSBU|forward tilt}} in terms of startup, hitboxes, and [[damage]], Isabelle's stands out for being a stronger kill option; it launches at a lower launch [[angle]] and has significantly higher [[knockback scaling]], being able to KO middleweights around 130% near the edge without any [[rage]], while Villager's struggles to KO at all until damages beyond 200%. However, the move also has three more frames of [[endlag]] and worse safety on [[shield]] as a result, making it a move with both higher reward and higher risk.


Isabelle swings a candy umbrella. It sports similar range to the forward tilts of characters like [[Corrin (SSBU)|Corrin]] and [[Roy (SSBU)|Roy]]/[[Chrom (SSBU)|Chrom]], making it a strong spacing option with solid eight frame startup. Its wide hitbox also allows it to [[2 frame punish|two frame]] and punish ledge hangs, giving it edgeguarding utility. While identical to Villager's forward tilt in terms of startup, range, and damage, Isabelle's stands out for being a stronger kill option; it launches at a lower angle and has significantly higher [[Knockback Scaling|knockback scaling]], being able to kill middleweights at 130% while Villager's can struggle to kill past 200%. However, the move also has three more frames of endlag and worse safety on shield (-19 vs -16) compared to Villager's, making it a move with both higher reward and higher risk.
For a shielding opponent, Isabelle's Down tilt is a better option. Similar to Isabelle's Down Smash, this move is one of her best panic options, offering a larger disjointed range at the cost of additional startup frames.


==Hitboxes==
==Hitboxes==

Latest revision as of 15:55, October 28, 2024

Hitbox visualization showing Isabelle's forward tilt.

Overview[edit]

Isabelle swings a candy umbrella in front of her. With decent horizontal reach and eight frame startup, it's a solid spacing option. Its vertically wide hitboxes also allows it to two frame recovering opponents and punish ledge hangs, giving it edgeguarding utility. Having lower startup time than Forward aerial and especially Back aerial, Forward tilt can serve as a well disjointed 'get off me' tool- should Isabelle be approached.

While identical to Villager's forward tilt in terms of startup, hitboxes, and damage, Isabelle's stands out for being a stronger kill option; it launches at a lower launch angle and has significantly higher knockback scaling, being able to KO middleweights around 130% near the edge without any rage, while Villager's struggles to KO at all until damages beyond 200%. However, the move also has three more frames of endlag and worse safety on shield as a result, making it a move with both higher reward and higher risk.

For a shielding opponent, Isabelle's Down tilt is a better option. Similar to Isabelle's Down Smash, this move is one of her best panic options, offering a larger disjointed range at the cost of additional startup frames.

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 Sakurai angle Forward 56 90 0 HitboxTableIcon(False).png 4.5 haver 0.0 9.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch 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 Sakurai angle Forward 56 90 0 HitboxTableIcon(False).png 2.5 haver -5.0 7.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch 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 Sakurai angle Forward 56 90 0 HitboxTableIcon(False).png 2.5 haver 5.0 7.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 9.0% 0 Sakurai angle Forward 56 90 0 HitboxTableIcon(False).png 2.0 haver 0.0 4.0 to 1.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Hitboxes 8-11
Interruptible 37
Animation length 48
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Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
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Interruptibility
Interruptible