Kirby (SSBU)/Forward aerial: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:KirbyFAirSSBU.gif|thumb|500px|Hitbox visualization showing Kirby's forward aerial.]] | [[File:KirbyFAirSSBU.gif|thumb|500px|Hitbox visualization showing Kirby's forward aerial.]] | ||
==Overview== | ==Overview== | ||
A series of three kicks in front of Kirby. It has the second slowest startup of his aerials due to it coming out on frame 10 and only autocancels one frame after he reaches the peak of his short hop. Due to this, it cannot autocancel in a short hop, but can do so in a full hop fast fall. It has good versatility: it can be used as an approach option, is good for extending combos, can combo into itself at low and mid percentages for a Wall of Pain, has minimal landing lag ( | A series of three kicks in front of Kirby. It has the second slowest startup of his aerials due to it coming out on frame 10 and only autocancels one frame after he reaches the peak of his short hop. Due to this, it cannot autocancel in a short hop, but can do so in a full hop fast fall. It has good versatility: it can be used as an approach option, is good for extending combos, can combo into itself at low and mid percentages for a Wall of Pain, has minimal landing lag (8 frames), giving it some setups, and it's good for edgeguarding or rackup damage: it deals 12% damage, with the final hit dealing 5% and having average knockback that allows it to KO middleweights on the edge of Final Destination at around 150% without rage. It's also a good out-of shield option due to these traits, especially if Kirby gets pushed too far to hit the opponent with a neutral or up aerial. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 13:44, January 18, 2020
Overview
A series of three kicks in front of Kirby. It has the second slowest startup of his aerials due to it coming out on frame 10 and only autocancels one frame after he reaches the peak of his short hop. Due to this, it cannot autocancel in a short hop, but can do so in a full hop fast fall. It has good versatility: it can be used as an approach option, is good for extending combos, can combo into itself at low and mid percentages for a Wall of Pain, has minimal landing lag (8 frames), giving it some setups, and it's good for edgeguarding or rackup damage: it deals 12% damage, with the final hit dealing 5% and having average knockback that allows it to KO middleweights on the edge of Final Destination at around 150% without rage. It's also a good out-of shield option due to these traits, especially if Kirby gets pushed too far to hit the opponent with a neutral or up aerial.
Hitboxes
Timing
Attack
Initital autocancel | 1-9 |
---|---|
Hit 1 | 10-11 |
Hit 2 | 17-18 |
Hit 3 | 25-27 |
Ending autocancel | 41- |
Interruptible | 48 |
Animation length | 68 |
Landing lag
Animation length | 8 |
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Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
|