Corrin (SSBU)/Up special: Difference between revisions
(New Page: {{ArticleIcons|ssbu=y}} thumb|500px|Hitbox visualization showing Corrin's up special, Dragon Ascent. {{competitive expertise}} ==Overview== ==Hitboxes==...) |
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==Overview== | ==Overview== | ||
{{SSBU|Corrin}} ascends in their humanoid dragon form, performing [[Draconic Ascent]]. Thanks to the [[intangibility]] from frame 7, this can be seen as a fairly decent [[out of shield]] option. However, it is vulnerable to being [[shield]]ed by opponents who know the hitbox comes out later, making it risky. | |||
The [[knockback]] from this move is fairly mediocre, with it only really [[KO]]ing with platform assistance or during juggle situations. It can also be unsafe on hit at lower [[percentage]]s. However, at higher percentages, shielding on a platform as Corrin does threaten the opponent. | |||
As a [[recovery]] move, due to it removing aerial momentum after use, Corrin can end up missing the ledge fairly easily. The distance covered is also only average, though it can be angled. This combined with Corrin's reliance on a midair jump leads to them being fairly easy to [[gimp]]. As such, the move's drawbacks make it used more by force, rather than choice. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} |
Revision as of 11:31, June 20, 2020
Overview
Corrin ascends in their humanoid dragon form, performing Draconic Ascent. Thanks to the intangibility from frame 7, this can be seen as a fairly decent out of shield option. However, it is vulnerable to being shielded by opponents who know the hitbox comes out later, making it risky.
The knockback from this move is fairly mediocre, with it only really KOing with platform assistance or during juggle situations. It can also be unsafe on hit at lower percentages. However, at higher percentages, shielding on a platform as Corrin does threaten the opponent.
As a recovery move, due to it removing aerial momentum after use, Corrin can end up missing the ledge fairly easily. The distance covered is also only average, though it can be angled. This combined with Corrin's reliance on a midair jump leads to them being fairly easy to gimp. As such, the move's drawbacks make it used more by force, rather than choice.
Hitboxes
Timing
Intangibility | 7-17 |
---|---|
Hit 1 | 18-19 |
Multihits | 20-28 |
Final hit | 29-30 |
Animation length | 56 |
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |
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