Super Smash Bros. 4

Sheik (SSB4)/Forward aerial: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:SheikForwardAirWiiU.gif|thumbnail|right]]
[[File:SheikFAir.gif|thumb|270px|Hitbox visualization showing Sheik's forward aerial.]]


==Overview==
==Overview==
For her forward aerial, Sheik leans forward and slashes in front of her with one hand. This is notably one of Sheik's most commonly used moves in high level play, and is often considered the best forward aerial in the game. It is very safe to use thanks to its great range, fast startup, low landing lag, quick interruptibility and most notoriously its extremely early autocancel window, which comes out just 3 frames after the move's hitboxes cease. Thanks to all these properties, it can can combo into itself multiple times, a [[neutral aerial]] or [[Bouncing Fish]] to rack up damage and [[edgeguard]] offstage opponents. It deals more damage when hit with the [[sweetspot]], dealing 5% instead of 4.3%.
For her forward aerial, Sheik leans forward and slashes in front of her with one hand. This is notably one of Sheik's most commonly used moves in high level play, and is often considered the best forward aerial in the game. It is very safe to use thanks to its great range, fast startup, low landing lag, quick interruptibility and most notoriously its extremely early autocancel window, which comes out just 3 frames after the move's hitboxes cease. Thanks to all these properties, it can can combo into itself multiple times, a [[neutral aerial]] or [[Bouncing Fish]] to rack up damage and [[edgeguard]] offstage opponents. It deals more damage when hit with the [[sweetspot]], dealing 5% instead of 4.3%.


Interestingly, despite being actionable on frame 35, Sheik's forward aerial actually has much higher ending lag, taking 87 frames to complete. While this has virtually no effect in regular gameplay due to its aforementioned interruptibility and low landing lag nevertheless, it prevents Sheik from grabbing [[ledge]]s for a long time after using the move, requiring her to land on the stage or grab the ledge with [[Vanish]] instead. [https://www.youtube.com/watch?v=6yMG7QBs8GY&feature=youtu.be&t=282]
Interestingly, despite being [[interruptible]] on frame 35, Sheik's forward aerial actually has an extremely long animation, taking 86 frames to complete. While this has minimal effect in regular gameplay due to its aforementioned interruptibility and low landing lag nevertheless, it prevents Sheik from grabbing [[ledge]]s for a long time after using the move, requiring her to land on the stage or grab the ledge with [[Vanish]] instead. [https://www.youtube.com/watch?v=6yMG7QBs8GY&feature=youtu.be&t=282]


==Update history==
==Update history==
[[File:SheikFAir_SSB4_comparison.gif|thumb|270px|Changes made to Sheik's forward aerial throughout patches.]]
Sheik's forward aerial has been nerfed in game updates. Both patch [[1.0.4]] and [[1.1.0]] reduced its damage output, with the latter also having made its sourspot override its sweetspot. While this allows it to combo into itself even better due to less damage resulting in [[Knockback#Formula|less knockback]], it drastically weakens the damage racking ability it previously had, which is further hindered by [[stale-move negation]] as a consequence of the move being used often. Patch [[1.1.5]] additionally decreased the move's range, making it less effective for spacing. Because of these changes, while still being used very prominently due to its low lag, Sheik's forward aerial is largely worse than it was in the original game.
Sheik's forward aerial has been nerfed in game updates. Both patch [[1.0.4]] and [[1.1.0]] reduced its damage output, with the latter also having made its sourspot override its sweetspot. While this allows it to combo into itself even better due to less damage resulting in [[Knockback#Formula|less knockback]], it drastically weakens the damage racking ability it previously had, which is further hindered by [[stale-move negation]] as a consequence of the move being used often. Patch [[1.1.5]] additionally decreased the move's range, making it less effective for spacing. Because of these changes, while still being used very prominently due to its low lag, Sheik's forward aerial is largely worse than it was in the original game.


'''{{GameIcon|ssb4}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]/{{GameIcon|ssb4-wiiu}} 1.0.1'''
*{{nerf|Damage reduced (sweetspot: 6.8% → 5.5%, sourspot: 6% → 4.8%).}}
*{{nerf|Damage (6.8% (far)/6% (near) → 5.5%/4.8%).}}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{nerf|Damage reduced (5.5%/4.8% → 5%/4.3%), but with knockback scaling compensated on the sweetspot (125 → 132).}}
*{{nerf|Damage (5.5% (far)/4.8% (near) → 5%/4.3%). Its knockback scaling was compensated (125 → 132).}}
*{{nerf|Sourspot hitbox now takes priority over the sweetspot, effectively making the sweetspot smaller.}}
*{{nerf|Sourspot hitbox now takes priority over the sweetspot, making the sweetspot harder to land.}}


'''{{GameIcon|ssb4}} [[1.1.5]]'''
'''{{GameIcon|ssb4}} [[1.1.5]]'''
*{{nerf|Range: def hitboxZ pos 3.5 → 2.5, hitboxZ pos 3.5 → 2.5.}}
*{{nerf|Sweetspot position (x offset: 3.5 → 2.5).}}


==Hitboxes==
==Hitboxes==
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|r=5.0
|r=5.0
|bn=16
|bn=16
|xpos=3.5
|xpos=2.5
|ypos=0.0
|ypos=0.0
|zpos=0.0
|zpos=0.0
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{|class="wikitable"
{|class="wikitable"
|-
|-
!Starting autocancel
!Initial autocancel
|1-4
|1-4
|-
|-
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|-
|-
!Animation length
!Animation length
|87
|86
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=27}}{{FrameStrip|t=Interruptible|c=53}}
{{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=27}}{{FrameStrip|t=Interruptible|c=52}}
|-
|-
{{FrameStrip|t=Autocancel|c=4}}{{FrameStrip|t=Blank|c=6}}{{FrameStrip|t=Autocancel|c=77}}
{{FrameStrip|t=Autocancel|c=4}}{{FrameStrip|t=Blank|c=6}}{{FrameStrip|t=Autocancel|c=76}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 20:47, May 11, 2024

Hitbox visualization showing Sheik's forward aerial.

Overview[edit]

For her forward aerial, Sheik leans forward and slashes in front of her with one hand. This is notably one of Sheik's most commonly used moves in high level play, and is often considered the best forward aerial in the game. It is very safe to use thanks to its great range, fast startup, low landing lag, quick interruptibility and most notoriously its extremely early autocancel window, which comes out just 3 frames after the move's hitboxes cease. Thanks to all these properties, it can can combo into itself multiple times, a neutral aerial or Bouncing Fish to rack up damage and edgeguard offstage opponents. It deals more damage when hit with the sweetspot, dealing 5% instead of 4.3%.

Interestingly, despite being interruptible on frame 35, Sheik's forward aerial actually has an extremely long animation, taking 86 frames to complete. While this has minimal effect in regular gameplay due to its aforementioned interruptibility and low landing lag nevertheless, it prevents Sheik from grabbing ledges for a long time after using the move, requiring her to land on the stage or grab the ledge with Vanish instead. [1]

Update history[edit]

Changes made to Sheik's forward aerial throughout patches.

Sheik's forward aerial has been nerfed in game updates. Both patch 1.0.4 and 1.1.0 reduced its damage output, with the latter also having made its sourspot override its sweetspot. While this allows it to combo into itself even better due to less damage resulting in less knockback, it drastically weakens the damage racking ability it previously had, which is further hindered by stale-move negation as a consequence of the move being used often. Patch 1.1.5 additionally decreased the move's range, making it less effective for spacing. Because of these changes, while still being used very prominently due to its low lag, Sheik's forward aerial is largely worse than it was in the original game.

Super Smash Bros. for Nintendo 3DS 1.0.4/Super Smash Bros. for Wii U 1.0.1

  • Nerf Damage (6.8% (far)/6% (near) → 5.5%/4.8%).

Super Smash Bros. 4 1.1.0

  • Nerf Damage (5.5% (far)/4.8% (near) → 5%/4.3%). Its knockback scaling was compensated (125 → 132).
  • Nerf Sourspot hitbox now takes priority over the sweetspot, making the sweetspot harder to land.

Super Smash Bros. 4 1.1.5

  • Nerf Sweetspot position (x offset: 3.5 → 2.5).

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 4.3% 0 AngleIcon50.png 40 132 0 5.0 15 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png
1 0 5% 0 AngleIcon50.png 40 132 0 5.0 16 2.5 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Hand (type) Slash (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png

Timing[edit]

Attack[edit]

Initial autocancel 1-4
Hitboxes 5-7
Ending autocancel 11
Interruptible 35
Animation length 86
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(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(Interruptible).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(Interruptible).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(Interruptible).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(Interruptible).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(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(Autocancel).png FrameIcon(Autocancel).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 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 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 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 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 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 FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 10
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
Auto-canceling
Autocancel
Interruptibility
Interruptible