Mii Brawler (SSBU)/Up aerial: Difference between revisions
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!Animation length | !Animation length | ||
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{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Interruptible|c= | {{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Interruptible|c=20}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}} |
Latest revision as of 18:59, July 28, 2022
Overview[edit]
Mii Brawler swings their foot over their head. With low base knockback, this move is a poor choice to use on opponents at low percentages. However, at medium-to-high percentages, up air can become a key combo tool for damage and KOs, as landing it while fastfalling can - at variable percents - lead into any aerial, up smash, an upward-angled forward smash, Suplex, and more. Most notably, a falling up air leads into up specials Helicopter Kick and Thrust Uppercut for extremely large percent windows, and can kill for much of those windows as well, making it a strong option for taking stocks while staying relatively safe. In addition, the move can be autocancelled out of a fast fall short hop, provided that the fast fall is delayed by a few frames. This allows for Mario-like up air chains and confirms into Mii Brawler's faster moves.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initital autocancel | 1 |
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Hitboxes | 6-10 |
Ending autocancel | 23- |
Interruptible | 36 |
Animation length | 52 |
Landing lag[edit]
Interruptible | 11 |
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Animation length | 30 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
|