Sonic (SSBU)/Down aerial: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Line 2: | Line 2: | ||
[[File:SonicDAirSSBU.gif|thumb|270px|Hitbox visualization showing Sonic's down aerial.]] | [[File:SonicDAirSSBU.gif|thumb|270px|Hitbox visualization showing Sonic's down aerial.]] | ||
==Overview== | ==Overview== | ||
A diagonal flying kick. It is a stall-then-fall, but unlike the majority of other stall-then-falls, it is relatively safe to use off-stage thanks to it having noticeably less ending lag in comparison. Its clean hit also meteor smashes aerial opponents at the beginning of the attack, but not grounded opponents. | A diagonal flying kick. It is a stall-then-fall, but unlike the majority of other stall-then-falls, it is relatively safe to use off-stage thanks to it having noticeably less ending lag in comparison. Its clean hit also meteor smashes aerial opponents at the beginning of the attack, but not grounded opponents. When using the attack to edge-guard off-stage opponents, be careful to only jump once before initiating; Sonic may otherwise hit the blast line, even if the attack is successful. | ||
It resembles the Stomp Dive from Sonic the Fighters and the Sonic Rocket from Sonic Battle. | It resembles the Stomp Dive from Sonic the Fighters and the Sonic Rocket from Sonic Battle. |
Revision as of 01:49, February 10, 2022
Overview
A diagonal flying kick. It is a stall-then-fall, but unlike the majority of other stall-then-falls, it is relatively safe to use off-stage thanks to it having noticeably less ending lag in comparison. Its clean hit also meteor smashes aerial opponents at the beginning of the attack, but not grounded opponents. When using the attack to edge-guard off-stage opponents, be careful to only jump once before initiating; Sonic may otherwise hit the blast line, even if the attack is successful.
It resembles the Stomp Dive from Sonic the Fighters and the Sonic Rocket from Sonic Battle.
Update History
- Down aerial no longer has its downward movement disabled when used out from of hitstun.
Hitboxes
Timing
Attack
Initial autocancel | 1-3 |
---|---|
Clean hit | 17-19 |
Late hit | 20-32 |
Ending autocancel | 41- |
Interruptible | 46 |
Animation length | 61 |
Landing lag
Interruptible | 22 |
---|---|
Animation length | 28 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|