Sonic (SSBU)/Up aerial: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (→Overview) |
No edit summary |
||
Line 1: | Line 1: | ||
{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:SonicUAirSSBU.gif|thumb|270px|Hitbox visualization showing Sonic's | [[File:SonicUAirSSBU.gif|thumb|270px|Hitbox visualization showing Sonic's up aerial.]] | ||
==Overview== | ==Overview== | ||
A scissor kick. Its very large auto-cancel window makes it deceptively safe and easy to avoid even its fairly low landing lag. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, it is a viable KOing option near the upper blast line, especially as a follow-up from Spring Jump. Both hits don't always connect very reliably however. Despite this, the move still possesses good combo potential should the second hit land. It also has the lowest start up (tied with forward aerial) of Sonic's aerials, coming out on frame 5. | A scissor kick. Its very large auto-cancel window makes it deceptively safe and easy to avoid even its fairly low landing lag. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, it is a viable KOing option near the upper blast line, especially as a follow-up from Spring Jump. Both hits don't always connect very reliably however. Despite this, the move still possesses good combo potential should the second hit land. It also has the lowest start up (tied with forward aerial) of Sonic's aerials, coming out on frame 5. | ||
Line 9: | Line 9: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=3% | |damage=3.0% | ||
|angle=110 | |angle=110 | ||
|bk=0 | |bk=0 | ||
Line 27: | Line 27: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=3% | |damage=3.0% | ||
|angle=110 | |angle=110 | ||
|bk=0 | |bk=0 | ||
Line 36: | Line 36: | ||
|xpos=0.0 | |xpos=0.0 | ||
|ypos=7.0 | |ypos=7.0 | ||
|zpos=3.0 | |zpos=-3.0 | ||
|ff=1.0 | |ff=1.0 | ||
|type=Foot | |type=Foot | ||
Line 45: | Line 45: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
|damage=3% | |damage=3.0% | ||
|angle=123 | |angle=123 | ||
|bk=0 | |bk=0 | ||
|ks=50 | |ks=50 | ||
|fkv=120 | |fkv=120 | ||
|r= | |r=4.0 | ||
|bn=top | |bn=top | ||
|xpos=0.0 | |xpos=0.0 | ||
Line 63: | Line 63: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=3 | |id=3 | ||
|damage=3% | |damage=3.0% | ||
|angle=123 | |angle=123 | ||
|bk=0 | |bk=0 | ||
|ks=50 | |ks=50 | ||
|fkv=120 | |fkv=120 | ||
|r= | |r=4.0 | ||
|bn=top | |bn=top | ||
|xpos=0.0 | |xpos=0.0 | ||
|ypos=7.0 | |ypos=7.0 | ||
|zpos=7.0 | |zpos=-7.0 | ||
|ff=1.0 | |ff=1.0 | ||
|type=Foot | |type=Foot | ||
Line 82: | Line 82: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
|damage=8% | |damage=8.0% | ||
|angle=91 | |angle=91 | ||
|bk=66 | |bk=66 | ||
Line 100: | Line 100: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=8% | |damage=8.0% | ||
|angle=91 | |angle=91 | ||
|bk=66 | |bk=66 | ||
Line 118: | Line 118: | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
|damage=8% | |damage=8.0% | ||
|angle=91 | |angle=91 | ||
|bk=66 | |bk=66 |
Revision as of 02:25, July 15, 2020
Overview
A scissor kick. Its very large auto-cancel window makes it deceptively safe and easy to avoid even its fairly low landing lag. In addition to being a reliable follow-up from Spin Dash, Spin Charge, and Spring Jump-assisted combos, it is a viable KOing option near the upper blast line, especially as a follow-up from Spring Jump. Both hits don't always connect very reliably however. Despite this, the move still possesses good combo potential should the second hit land. It also has the lowest start up (tied with forward aerial) of Sonic's aerials, coming out on frame 5.
Hitboxes
Timing
Attack
Initial autocancel | 1-4 |
---|---|
Hit 1 | 5-7 |
Hit 2 | 14-15 |
Ending autocancel | 16- |
Interruptible | 40 |
Animation length | 54 |
Landing lag
Animation length | 13 |
---|
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|