Super Smash Bros. Melee

Peach (SSBM)/Back aerial: Difference between revisions

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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
{{competitive expertise}}
{{technical data}}


==Overview==
==Overview==
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Peach bashes her hip backwards. The move has two different hitboxes, with one strong hit, and a weaker hit. The strong hit has good knockback and is a reliable KO option offstage, being very useful for [[edgeguarding]] whilst floating. The weak hit is commonly used in aerial combos to position the opponents into moves such as {{mvsub|Peach|SSBM|neutral aerial}}s. The move can also be used [[OoS]], though its startup is not as fast as that of Peach's neutral aerial.
Peach bashes her hip backwards. The move has two different hitboxes, with one strong hit, and a weaker hit. The strong hit has good knockback and is a reliable KO option offstage, being very useful for [[edgeguarding]] whilst floating. The weak hit is commonly used in aerial combos to position the opponents into moves such as {{mvsub|Peach|SSBM|neutral aerial}}s. The move can also be used [[OoS]], though its startup is not as fast as that of Peach's neutral aerial.


{{competitive expertise}}
==Timing==
{{technical data}}
===Attack===
{|class="wikitable"
!Initial autocancel
|?
|-
!Clean hit
|6-?
|-
!Late hit
|?-22
|-
!Ending autocancel
|?
|-
!Animation length
|44
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=17}}{{FrameStrip|t=Lag|c=22}}
{{FrameStripEnd}}
 
===Landing lag===
{|class="wikitable"
!Animation length
|17
|-
!L-cancelled animation length
|8
|}
 
{{FrameStripStart}}
|Normal {{FrameStrip|t=Lag|c=17}}
|-
|L-cancelled {{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Blank|c=9}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|<!--autocancel=y-->}}
 


{{MvSubNavPeach|g=SSBM}}
{{MvSubNavPeach|g=SSBM}}

Revision as of 18:12, December 9, 2017

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Overview

Hitbox duration of Peach's back aerial.

Peach bashes her hip backwards. The move has two different hitboxes, with one strong hit, and a weaker hit. The strong hit has good knockback and is a reliable KO option offstage, being very useful for edgeguarding whilst floating. The weak hit is commonly used in aerial combos to position the opponents into moves such as neutral aerials. The move can also be used OoS, though its startup is not as fast as that of Peach's neutral aerial.

Timing

Attack

Initial autocancel ?
Clean hit 6-?
Late hit ?-22
Ending autocancel ?
Animation length 44
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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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

Landing lag

Animation length 17
L-cancelled animation length 8
Normal  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
L-cancelled  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
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox