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Super Smash Bros. Ultimate

Isabelle (SSBU)/Forward tilt: Difference between revisions

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m (Definitely an exaggeration of its reach. Also some important context left out about the KO % given)
(Added to overview)
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==Overview==
==Overview==
Isabelle swings a candy umbrella in front of her. With decent horizontal [[reach]] and eight frame [[startup]], it's a solid [[spacing]] option. Its vertically wide [[hitbox]]es also allows it to [[two frame]] [[recover]]ing opponents and punish [[ledge hang]]s, giving it [[edgeguard]]ing utility. While identical to {{SSBU|Villager}}'s {{mvsub|Villager|SSBU|forward tilt}} in terms of startup, hitboxes, and [[damage]], Isabelle's stands out for being a stronger kill option; it launches at a lower launch [[angle]] and has significantly higher [[knockback scaling]], being able to KO middleweights around 130% near the edge without any [[rage]], while Villager's struggles to KO at all until damages beyond 200%. However, the move also has three more frames of [[endlag]] and worse safety on [[shield]] as a result, making it a move with both higher reward and higher risk.
Isabelle swings a candy umbrella in front of her. With decent horizontal [[reach]] and eight frame [[startup]], it's a solid [[spacing]] option. Its vertically wide [[hitbox]]es also allows it to [[two frame]] [[recover]]ing opponents and punish [[ledge hang]]s, giving it [[edgeguard]]ing utility.
 
While identical to {{SSBU|Villager}}'s {{mvsub|Villager|SSBU|forward tilt}} in terms of startup, hitboxes, and [[damage]], Isabelle's stands out for being a stronger kill option; it launches at a lower launch [[angle]] and has significantly higher [[knockback scaling]], being able to KO middleweights around 130% near the edge without any [[rage]], while Villager's struggles to KO at all until damages beyond 200%. However, the move also has three more frames of [[endlag]] and worse safety on [[shield]] as a result, making it a move with both higher reward and higher risk.
 
For a shielding opponent, Isabelle's Down tilt is a better option.


==Hitboxes==
==Hitboxes==

Revision as of 08:42, November 30, 2023

Hitbox visualization showing Isabelle's forward tilt.
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Overview

Isabelle swings a candy umbrella in front of her. With decent horizontal reach and eight frame startup, it's a solid spacing option. Its vertically wide hitboxes also allows it to two frame recovering opponents and punish ledge hangs, giving it edgeguarding utility.

While identical to Villager's forward tilt in terms of startup, hitboxes, and damage, Isabelle's stands out for being a stronger kill option; it launches at a lower launch angle and has significantly higher knockback scaling, being able to KO middleweights around 130% near the edge without any rage, while Villager's struggles to KO at all until damages beyond 200%. However, the move also has three more frames of endlag and worse safety on shield as a result, making it a move with both higher reward and higher risk.

For a shielding opponent, Isabelle's Down tilt is a better option.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 9.0% 0 Sakurai angle Forward 56 90 0 HitboxTableIcon(False).png 4.5 haver 0.0 9.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 9.0% 0 Sakurai angle Forward 56 90 0 HitboxTableIcon(False).png 2.5 haver -5.0 7.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 9.0% 0 Sakurai angle Forward 56 90 0 HitboxTableIcon(False).png 2.5 haver 5.0 7.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
3 0 0 9.0% 0 Sakurai angle Forward 56 90 0 HitboxTableIcon(False).png 2.0 haver 0.0 4.0 to 1.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Hitboxes 8-11
Interruptible 37
Animation length 48
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible