Corrin (SSBU)/Up special: Difference between revisions
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Raul Retana (talk | contribs) m (Added update history and rehit rate) |
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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. | 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. | ||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | |||
*{{buff|Dragon Ascent has more invincibility frames (frames 10-17 → 7-17).}} | |||
*{{buff|Dragon Ascent's hits connect more reliably and its final hit has more knockback.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | |||
*{{buff|Dragon Ascent travels noticeably more vertical and horizontal distance.}} | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hit 1| | ! {{rollover|Rehit rate|If not 0, hits again every X frames|y}} | ||
{{HitboxTableTitle|Hit 1|25}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 31: | Line 38: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
|0 | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
Line 51: | Line 59: | ||
|a=f | |a=f | ||
}} | }} | ||
{{HitboxTableTitle|Multihits| | |0 | ||
{{HitboxTableTitle|Multihits|25}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 71: | Line 80: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
|2 | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
Line 90: | Line 100: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
|2 | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=2 | |id=2 | ||
Line 109: | Line 120: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
|2 | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=3 | |id=3 | ||
Line 128: | Line 140: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
|2 | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=4 | |id=4 | ||
Line 147: | Line 160: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
{{HitboxTableTitle|Final hit| | |2 | ||
{{HitboxTableTitle|Final hit|25}} | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 167: | Line 181: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
|0 | |||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
Line 186: | Line 201: | ||
|slvl=L | |slvl=L | ||
}} | }} | ||
|0 | |||
{{HitboxTableRowNote|Hit 1 and the multihits use weight-independent knockback.|25}} | |||
|} | |} | ||
==Timing== | ==Timing== |
Revision as of 17:55, July 9, 2020
Overview
Corrin ascends in their humanoid dragon form, performing Dragon 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.
Update History
- Dragon Ascent has more invincibility frames (frames 10-17 → 7-17).
- Dragon Ascent's hits connect more reliably and its final hit has more knockback.
- Dragon Ascent travels noticeably more vertical and horizontal distance.
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 |
|