Back aerial: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary |
|||
Line 1: | Line 1: | ||
==List of back air attacks in ''[[Super Smash Bros. Brawl]]''== | ==List of back air attacks in ''[[Super Smash Bros. Brawl]]''== | ||
*[[Mario (SSBB)|Mario]]: A twizzle-kick of sorts, he kicks behind himself with both feet and spins. 12% clean, 7% late. | *[[Mario (SSBB)|Mario]]: A twizzle-kick of sorts, he kicks behind himself with both feet and spins. 12% clean, 7% late. | ||
Line 60: | Line 12: | ||
*[[Sheik (SSBB)|Sheik]]: Extends her leg backward very fast, the hitbox stays out long. The sweetspot is on her foot. One of her few KO moves.11% in few frames. 6% during the rest. | *[[Sheik (SSBB)|Sheik]]: Extends her leg backward very fast, the hitbox stays out long. The sweetspot is on her foot. One of her few KO moves.11% in few frames. 6% during the rest. | ||
*[[Ganondorf (SSBB)|Ganondorf]]: Punches backward. Very similar to Captain Falcon's, but instead of having a long duration it has a large hitbox with a large sweetspot but fairly long landing lag. 16% | *[[Ganondorf (SSBB)|Ganondorf]]: Punches backward. Very similar to Captain Falcon's, but instead of having a long duration it has a large hitbox with a large sweetspot but fairly long landing lag. 16% | ||
*[[Toon Link (SSBB)|Toon Link]]: Slashes backwards with his sword. It can be chained at low percents and be used as a | *[[Toon Link (SSBB)|Toon Link]]: Slashes backwards with his sword. It can be chained at low percents and be used as a KO move at higher percents. One of the best combos in the entire game with unbelievable priority. Even more priority than Mr. Game & Watch's Back Air Attack. 10% | ||
*[[Samus (SSBB)|Samus]]: A backward kick. The sweetspot is on her foot, otherwise it's weak. 14% if sweetspotted. 10% if sourspotted. | *[[Samus (SSBB)|Samus]]: A backward kick. The sweetspot is on her foot, otherwise it's weak. 14% if sweetspotted. 10% if sourspotted. | ||
*[[Zero Suit Samus (SSBB)|Zero Suit Samus]]: Identical to Samus', but slightly faster and stronger in terms of knockback. 13% | *[[Zero Suit Samus (SSBB)|Zero Suit Samus]]: Identical to Samus', but slightly faster and stronger in terms of knockback. 13% | ||
Line 70: | Line 22: | ||
*[[Meta Knight (SSBB)|Meta Knight]]: Slashes three times behind himself very quickly, slightly slower/more powerful than his forward aerial, which has the same properties. 10% if all hit connects. | *[[Meta Knight (SSBB)|Meta Knight]]: Slashes three times behind himself very quickly, slightly slower/more powerful than his forward aerial, which has the same properties. 10% if all hit connects. | ||
*[[Olimar (SSBB)|Olimar]]: Swings a Pikmin backward. Red: 13%, Blue: 13%, Yellow: 12%, White: 5%, Purple: 13%. | *[[Olimar (SSBB)|Olimar]]: Swings a Pikmin backward. Red: 13%, Blue: 13%, Yellow: 12%, White: 5%, Purple: 13%. | ||
*[[Fox (SSBB)|Fox]]: A standard kick, Fox spins with his leg outstretched. It has some ending lag in the air that but can be used as a | *[[Fox (SSBB)|Fox]]: A standard kick, Fox spins with his leg outstretched. It has some ending lag in the air that but can be used as a KO move. 15% | ||
*[[Falco (SSBB)|Falco]]: Kicks backwards similar to fox but with less knockback. 13% otherwise 9%. | *[[Falco (SSBB)|Falco]]: Kicks backwards similar to fox but with less knockback. 13% otherwise 9%. | ||
*[[Wolf (SSBB)|Wolf]]: Jams his leg backwards with a deceiving range. Short duration but very fast and powerful. 13% when sweetspotted, 11% when the middle hitbox connects, and 9% when sourspotted. | *[[Wolf (SSBB)|Wolf]]: Jams his leg backwards with a deceiving range. Short duration but very fast and powerful. 13% when sweetspotted, 11% when the middle hitbox connects, and 9% when sourspotted. | ||
Line 83: | Line 35: | ||
*[[Ike (SSBB)|Ike]]: A quick spin with sword extended. Powerful, can be auto canceled in short hops (it misses against smaller characters and very fast start-up but it has a very long cooldown like all of his aerials and moveset in general. 14% | *[[Ike (SSBB)|Ike]]: A quick spin with sword extended. Powerful, can be auto canceled in short hops (it misses against smaller characters and very fast start-up but it has a very long cooldown like all of his aerials and moveset in general. 14% | ||
*[[Ness (SSBB)|Ness]]: Plugs backwards with both heels. Initial hitbox quite powerful with electrical properties, second hitbox fairly weak, although buffed from Melee. It is a very powerful move. 15% sweetspotted, 8% normal. | *[[Ness (SSBB)|Ness]]: Plugs backwards with both heels. Initial hitbox quite powerful with electrical properties, second hitbox fairly weak, although buffed from Melee. It is a very powerful move. 15% sweetspotted, 8% normal. | ||
*[[Lucas (SSBB)|Lucas]]: Flips and hooks his foot downward. Can | *[[Lucas (SSBB)|Lucas]]: Flips and hooks his foot downward. Can meteor smash at a certain angle (on the tip of Lucas's foot). Can KO at low percentages. 10% if sourspotted, 7% during last frames, 12% if sweetspotted. | ||
*[[Mr. Game and Watch (SSBB)|Mr. Game and Watch]]: Snapping turtle, hits multiple times and has incredible priority, however it can be S[[DI]]ed out of and be punished before the move has ended. Eats through shields. Last hit can be powershielded, but is very difficult to perform. 15% if all hits connect. | *[[Mr. Game and Watch (SSBB)|Mr. Game and Watch]]: Snapping turtle, hits multiple times and has incredible priority, however it can be S[[DI]]ed out of and be punished before the move has ended. Eats through shields. Last hit can be powershielded, but is very difficult to perform. 15% if all hits connect. | ||
*[[Snake (SSBB)|Snake]]: Kicks backward with both feet, body becomes horizontal. Large duration and high knockback (although it deals the same damage, his body has slightly more knockback than his legs), but has a fairly long cooldown and 30 frames landing lag. Doesn't auto cancel in short hops. Very high priority and disjointed hitbox. 14%. Does 16% when sweetspotted. 10% if the later hitbox is landed. | *[[Snake (SSBB)|Snake]]: Kicks backward with both feet, body becomes horizontal. Large duration and high knockback (although it deals the same damage, his body has slightly more knockback than his legs), but has a fairly long cooldown and 30 frames landing lag. Doesn't auto cancel in short hops. Very high priority and disjointed hitbox. 14%. Does 16% when sweetspotted. 10% if the later hitbox is landed. | ||
*[[Sonic (SSBB)|Sonic]]: Similar to Diddy Kong's, he spins around with his foot extended. One of his few KO moves. 14% | *[[Sonic (SSBB)|Sonic]]: Similar to Diddy Kong's, he spins around with his foot extended. One of his few KO moves. 14% | ||
Revision as of 22:39, August 16, 2012
List of back air attacks in Super Smash Bros. Brawl
- Mario: A twizzle-kick of sorts, he kicks behind himself with both feet and spins. 12% clean, 7% late.
- Luigi: The same as Mario's with longer range. 12% clean, 8% late.
- Peach: Bashes her bottom backwards. One of her few KO moves. 13-14% clean, 7% late. Deals 20-21% damage if she performs Float Double Aerial, but it is difficult to land both hits at high percentage.
- Bowser: Forces his shell backwards. 15% clean, 7% late.
- Donkey Kong: A simple backwards kick. Moderately long duration, great range and powerful. 13% clean, 8% late.
- Diddy Kong: A fast turnaround motion with his leg stuck out. 9%
- Yoshi: Flips his tail up and down. Lots of damage given if all hits connect. 14%
- Wario: Falls over in the air. Can be used to fly as Wario-Man. 10%
- Link: Two backward kicks. Very fast. Relatively weak, but surprisingly high priority and 1st kick hitting grounded opponents combos into several of his moves. 11% if all hit connects.
- Zelda: Lightning Kick. She jabs her heel behind her giving an extremely powerful initial, electricity-imbued attack for the first hitbox is sweetspotted. The second hitbox is very weak. 20% if sweetspotted. 4% when sourspotted.
- Sheik: Extends her leg backward very fast, the hitbox stays out long. The sweetspot is on her foot. One of her few KO moves.11% in few frames. 6% during the rest.
- Ganondorf: Punches backward. Very similar to Captain Falcon's, but instead of having a long duration it has a large hitbox with a large sweetspot but fairly long landing lag. 16%
- Toon Link: Slashes backwards with his sword. It can be chained at low percents and be used as a KO move at higher percents. One of the best combos in the entire game with unbelievable priority. Even more priority than Mr. Game & Watch's Back Air Attack. 10%
- Samus: A backward kick. The sweetspot is on her foot, otherwise it's weak. 14% if sweetspotted. 10% if sourspotted.
- Zero Suit Samus: Identical to Samus', but slightly faster and stronger in terms of knockback. 13%
- Pit: Jabs his swords backwards. Good knockback, but hard to sweetspot. 15%
- Ice Climbers: Spin around with hammers slightly extended. Deceivingly strong. 8-19%
- R.O.B.: Pushes boosters behind himself. Moves him forward decent knockback. 11%
- Kirby: Extends both feet backwards. Used for Fence of Pain. Often considered the best move in Kirby's arsenal. 12% first frames. 6% later frames.
- King Dedede: Similar to Kirby's, but with one foot. It has a large hitbox, with disjoint during the first frames of the move. Generally considered on of the best back aerials in the game. 13%. 10% subsequent hitbox.
- Meta Knight: Slashes three times behind himself very quickly, slightly slower/more powerful than his forward aerial, which has the same properties. 10% if all hit connects.
- Olimar: Swings a Pikmin backward. Red: 13%, Blue: 13%, Yellow: 12%, White: 5%, Purple: 13%.
- Fox: A standard kick, Fox spins with his leg outstretched. It has some ending lag in the air that but can be used as a KO move. 15%
- Falco: Kicks backwards similar to fox but with less knockback. 13% otherwise 9%.
- Wolf: Jams his leg backwards with a deceiving range. Short duration but very fast and powerful. 13% when sweetspotted, 11% when the middle hitbox connects, and 9% when sourspotted.
- Captain Falcon: Punches behind himself. 14%
- Pikachu: Spins around for multiple hits. 11% if all hit connects.
- Squirtle: Does an attack similar to Mario's. 10% first frame, 6% after the first frame.
- Ivysaur: Spins around with vines extended. Low damage and very low knockback, but excellent range. 5%
- Charizard: Spins around surprisingly quickly with tail extended and wings slightly extended. 2 possible hits, one with wings and one with tail. Decent knockback on tail hit, wing hit will always link into tail hit. Has a sweetspot on the fire, but it's hard to sweetspot as it has a small size. 7% damage. 16% when hit with all attacks and sweetspotted.
- Lucario: Punches backwards. Aura extends from palm. 8% at minimum power and 16% at maximum power.
- Jigglypuff: Spins around with foot extended to about twice its regular size. Used for the wall of pain. 12%
- Marth: Similar to Toon Link's in animation, Marth thrusts his sword upwards. However, this attack is notable because it turns him around. When tipped, this attack can KO around 150%. 11% base, 14% tip.
- Ike: A quick spin with sword extended. Powerful, can be auto canceled in short hops (it misses against smaller characters and very fast start-up but it has a very long cooldown like all of his aerials and moveset in general. 14%
- Ness: Plugs backwards with both heels. Initial hitbox quite powerful with electrical properties, second hitbox fairly weak, although buffed from Melee. It is a very powerful move. 15% sweetspotted, 8% normal.
- Lucas: Flips and hooks his foot downward. Can meteor smash at a certain angle (on the tip of Lucas's foot). Can KO at low percentages. 10% if sourspotted, 7% during last frames, 12% if sweetspotted.
- Mr. Game and Watch: Snapping turtle, hits multiple times and has incredible priority, however it can be SDIed out of and be punished before the move has ended. Eats through shields. Last hit can be powershielded, but is very difficult to perform. 15% if all hits connect.
- Snake: Kicks backward with both feet, body becomes horizontal. Large duration and high knockback (although it deals the same damage, his body has slightly more knockback than his legs), but has a fairly long cooldown and 30 frames landing lag. Doesn't auto cancel in short hops. Very high priority and disjointed hitbox. 14%. Does 16% when sweetspotted. 10% if the later hitbox is landed.
- Sonic: Similar to Diddy Kong's, he spins around with his foot extended. One of his few KO moves. 14%