Corrin (SSBU)/Forward aerial: Difference between revisions
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Forward aerial is very plus on hit, allowing it to combo in multiple different ways. When used with a [[SHFF]] at 0%, it can confirm options such as [[Dragon Lunge]], enabling its host of mixups or a forward kick. However, rising with the move enables forward aerial chains, which can lead into Corrin's exceptional juggle game. These can often lead to ~50% combos. | Forward aerial is very plus on hit, allowing it to combo in multiple different ways. When used with a [[SHFF]] at 0%, it can confirm options such as [[Dragon Lunge]], enabling its host of mixups or a forward kick. However, rising with the move enables forward aerial chains, which can lead into Corrin's exceptional juggle game. These can often lead to ~50% combos. | ||
However, its startup being frame 9 is slightly below average for an aerial of its nature. Using the move multiple times in a jump can leave Corrin vulnerable due to the noticeable endlag on a rising forward aerial. Corrin's [[air speed]] also holds back the move's range. It is also very poor for edgeguarding due to being designed for juggle combos, with the upward launch and poor [[KO]] potential helping opponents if anything. Back aerial is usually used instead in this case. These issues are, however, extremely minor and do little to hurt the move's success. | |||
==Hitboxes== | ==Hitboxes== |
Revision as of 10:03, July 1, 2020
Overview
Corrin performs a simple, downward sword swing. This move is a staple in Corrin's neutral, with incredible range and shield safety. Given the low FAF, it can also be used multiple times in a single jump. The high active frames also make it deceptively easy to land, and the hitbox range is exceptional. As a result, it can be seen as a premier forward aerial.
Forward aerial is very plus on hit, allowing it to combo in multiple different ways. When used with a SHFF at 0%, it can confirm options such as Dragon Lunge, enabling its host of mixups or a forward kick. However, rising with the move enables forward aerial chains, which can lead into Corrin's exceptional juggle game. These can often lead to ~50% combos.
However, its startup being frame 9 is slightly below average for an aerial of its nature. Using the move multiple times in a jump can leave Corrin vulnerable due to the noticeable endlag on a rising forward aerial. Corrin's air speed also holds back the move's range. It is also very poor for edgeguarding due to being designed for juggle combos, with the upward launch and poor KO potential helping opponents if anything. Back aerial is usually used instead in this case. These issues are, however, extremely minor and do little to hurt the move's success.
Hitboxes
Timing
Attack
Initial autocancel | 1-8 |
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Hitboxes | 9-12 |
Ending autocancel | 30- |
Interruptible | 36 |
Animation length | 60 |
Landing lag
Interruptible | 9 |
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Animation length | 36 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
|