Super Smash Bros. Ultimate

Isabelle (SSBU)/Up smash: Difference between revisions

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==Overview==
==Overview==


Isabelle blows a whistle, which spawns a stop sign shooting up in front of her. When [[sweetspot]]ted and without [[rage]], it [[KO]]s middleweights from ground level at around 110%, making it quite powerful, while also being fast with a [[startup]] of 9 frames. However, due to its most vertical [[hitbox]]es with limited horizontal [[reach]], the move is difficult to land, and said lack of horizontal reach limits it ability to effectively [[punish]] [[out of shield]] despite the fast startup. Because the move's projectile properties bypass [[hitlag]], effectively giving Isabelle more frame advantage on hit, it can also [[combo]] into {{mvsub|Isabelle|SSBU|neutral aerial}}, {{mvsub|Isabelle|SSBU|up aerial}}, and {{mvsub|Isabelle|SSBU|forward aerial}} at low percents.
Isabelle blows a whistle, which spawns a stop sign shooting up in front of her. When [[sweetspot]]ted and without [[rage]], it [[KO]]s middleweights from ground level at around 110%, making it quite powerful, while also being fast with a [[startup]] of 9 frames. However, due to largely being vertical [[hitbox]]es with limited horizontal [[reach]], the move is difficult to land, and said lack of horizontal reach limits it ability to effectively [[punish]] [[out of shield]] despite the fast startup. Because the move's projectile properties bypass [[hitlag]], effectively giving Isabelle more frame advantage on hit, it can also [[combo]] into {{mvsub|Isabelle|SSBU|neutral aerial}}, {{mvsub|Isabelle|SSBU|up aerial}}, and {{mvsub|Isabelle|SSBU|forward aerial}} at low percents.
 
Can technically anti air, but is generally impractical for doing so. The foe would need to be at KO percent for it to be worth the risk, as landing the move on an aerial opponent would require a hard read. Only the 'sign' hitbox would hit, which takes longer to come out than 'Isabelle's' hitbox and would inflict slightly less total damage.
 
It is possible to utilize this move as a part of a high damage output shield break option, but timing is tight, and likely character dependent. Place a Lloid trap onto the ground, and push the dazed opponent into the trap by walking into the opponent. As soon as the trap is set off, perform her Up smash. Then, double jump and hit the opponent with Up air before the final hit of the activated Lloid Trap launches the foe away. If executed perfectly, with no move staling, upwards of 50 percent damage should have been dealt. It is extremely easy to miss one of the Up smash hits, or miss the Up aerial input entirely. Can confirm this works at least somewhat consistently on Donkey Kong.


Asides from [[Neutral air]], Up smash is Isabelle's only other practical [[out of shield]] option.
Asides from [[Neutral air]], Up smash is Isabelle's only other practical [[out of shield]] option.

Revision as of 01:56, February 20, 2024

Hitbox visualization showing Isabelle's up smash.
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Overview

Isabelle blows a whistle, which spawns a stop sign shooting up in front of her. When sweetspotted and without rage, it KOs middleweights from ground level at around 110%, making it quite powerful, while also being fast with a startup of 9 frames. However, due to largely being vertical hitboxes with limited horizontal reach, the move is difficult to land, and said lack of horizontal reach limits it ability to effectively punish out of shield despite the fast startup. Because the move's projectile properties bypass hitlag, effectively giving Isabelle more frame advantage on hit, it can also combo into neutral aerial, up aerial, and forward aerial at low percents.

Can technically anti air, but is generally impractical for doing so. The foe would need to be at KO percent for it to be worth the risk, as landing the move on an aerial opponent would require a hard read. Only the 'sign' hitbox would hit, which takes longer to come out than 'Isabelle's' hitbox and would inflict slightly less total damage.

It is possible to utilize this move as a part of a high damage output shield break option, but timing is tight, and likely character dependent. Place a Lloid trap onto the ground, and push the dazed opponent into the trap by walking into the opponent. As soon as the trap is set off, perform her Up smash. Then, double jump and hit the opponent with Up air before the final hit of the activated Lloid Trap launches the foe away. If executed perfectly, with no move staling, upwards of 50 percent damage should have been dealt. It is extremely easy to miss one of the Up smash hits, or miss the Up aerial input entirely. Can confirm this works at least somewhat consistently on Donkey Kong.

Asides from Neutral air, Up smash is Isabelle's only other practical out of shield option.

Update History

Super Smash Bros. Ultimate 4.0.0

  • Buff Up smash's second hit has more knockback scaling (111 → 116).

Super Smash Bros. Ultimate 8.0.0

  • Buff The move has less startup (frame 11 → 9), with its total duration reduced as well (FAF 48 → 46).
  • Change It starts charging sooner (frame 8 → 7).

Hitboxes

The second hit is tied to the stop sign, and is considered a non-reflectable projectile. This gives it some unusual properties; Isabelle does not experience hitlag from it, it can clang with aerial attacks, and it does not have its damage modified by Isabelle being giant or tiny.

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
Hit 1
0 0 0 2.0% 0 AngleIcon100.png Forward 0 100 70 HitboxTableIcon(True).png 4.5 top 0.0 4.0 6.5 0.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S 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 2.0% 0 AngleIcon100.png Forward 0 100 60 HitboxTableIcon(True).png 4.5 top 0.0 4.0 6.5 0.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png S Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Clean hit 2
0 0 0 12.0% 0 AngleIcon88.png Standard 32 116 0 HitboxTableIcon(False).png 3.0 top 0.0 3.0 to 13.0 0.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick 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 12.0% 0 AngleIcon88.png Standard 32 116 0 HitboxTableIcon(False).png 4.5 trafficsign 0.0 3.0 0.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit 2
0 0 0 10.0% 0 AngleIcon88.png Standard 32 116 0 HitboxTableIcon(False).png 3.0 top 0.0 3.0 to 13.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick 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 10.0% 0 AngleIcon88.png Standard 32 116 0 HitboxTableIcon(False).png 4.5 trafficsign 0.0 3.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Weapon (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Charges between 6-7
Stop sign activation 8
Hit 1 9-10
Clean hit 2 14-16
Late hit 2 17-18
Interruptible 46
Animation length 63
Isabelle  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png Icon for lag frames after a charge point and before a prop event. FrameIcon(LagPropE).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(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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Sign  FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).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(HitboxChangeS).png FrameIcon(HitboxChangeE).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(Lag).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(BlankPropS).pngFrameIcon(BlankPropE).png
Prop event
Interruptibility
Interruptible