Wii Fit Trainer (SSBU)/Up smash: Difference between revisions
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[[File:WFT Up Smash.gif|400px|thumb|right|Hitbox visualization showing Wii Fit Trainer's up smash.]] | [[File:WFT Up Smash.gif|400px|thumb|right|Hitbox visualization showing Wii Fit Trainer's up smash.]] | ||
==Overview== | |||
Wii Fit Trainer performs the Tree pose, thrusting straight up with both arms. This move is Wii Fit Trainer's single strongest kill option, and when [[Deep Breathing]] is active it becomes one of the strongest up smashes in the game, second only to max [[aura]] {{SSBU|Lucario}} and a critical hit from {{SSBU|Hero}}. Up smash is also Wii Fit Trainer's fastest smash attack by a wide margin, coming out a whole 5 frames faster than forward smash (her next fastest smash attack) on frame 11 as of Update {{SSBU|8.0.0}}. This low startup time coupled with the move's full-body [[intangibility]] from frames 9-12 results in excellent antiair capabilities, as the move can beat out virtually any aggressive landing option with the correct timing. Up smash also has an above average active period, and the late hit is still strong enough to kill at relatively low percents. Additionally, the move has a fairly large vertical disjoint, covering a generous area above Wii Fit Trainer that can [[shark]] platforms on many stages. Up smash's one big flaw is its complete lack of horizontal range, to the point where the move often completely misses opponents standing directly next to Wii Fit Trainer. A more minor drawback is the move's sizable endlag, leaving Wii Fit Trainer wide open to counterattacks if up smash misses. | |||
==Update History== | ==Update History== |
Revision as of 18:18, July 12, 2020
Overview
Wii Fit Trainer performs the Tree pose, thrusting straight up with both arms. This move is Wii Fit Trainer's single strongest kill option, and when Deep Breathing is active it becomes one of the strongest up smashes in the game, second only to max aura Lucario and a critical hit from Hero. Up smash is also Wii Fit Trainer's fastest smash attack by a wide margin, coming out a whole 5 frames faster than forward smash (her next fastest smash attack) on frame 11 as of Update 8.0.0. This low startup time coupled with the move's full-body intangibility from frames 9-12 results in excellent antiair capabilities, as the move can beat out virtually any aggressive landing option with the correct timing. Up smash also has an above average active period, and the late hit is still strong enough to kill at relatively low percents. Additionally, the move has a fairly large vertical disjoint, covering a generous area above Wii Fit Trainer that can shark platforms on many stages. Up smash's one big flaw is its complete lack of horizontal range, to the point where the move often completely misses opponents standing directly next to Wii Fit Trainer. A more minor drawback is the move's sizable endlag, leaving Wii Fit Trainer wide open to counterattacks if up smash misses.
Update History
- Up smash has less startup (frame 14 → 11), with a consequently shorter total duration (FAF 58 → 55) and earlier intangibility frames (frames 12-15 → 9-12).
Hitboxes
Timing
Charges between | 4-5 |
---|---|
Clean hit | 11-12 |
Late hit | 13-19 |
Intangibility | 9-12 |
Interruptible | 55 |
Animation length | 66 |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |
|