Kirby (SSBU)/Down aerial: Difference between revisions
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==Overview== | ==Overview== | ||
A corkscrew dropkick. It has the slowest startup of Kirby's entire moveset on frame 18, but it has low ending lag. It consists of multiple hits, with the final hit being able to meteor smash. It has a landing hitbox on Kirby's sides that launches at a 60 degrees angle, which makes it a useful combo starter. It also has a large initial autocancel window. In spite of its low ending lag and ability to meteor smash in the final hit, it is very unsafe on shield (being -12) and the final hit being unable to kill characters such as {{SSBU|Jigglypuff}} near the ledge offstage at 155%. Other aerials such as his neutral air or forward air possess faster frame data, stronger knockback, wider combo opportunities, and more versatility in general. In short, while serviceable against characters with bad recoveries and for starting combos, other aerials outclass down aerial in most aspects. | A corkscrew dropkick. It has the slowest startup of Kirby's entire moveset on frame 18, but it has low ending lag. It consists of multiple hits, with the final hit being able to meteor smash. It has a landing hitbox on Kirby's sides that launches at a 60 degrees angle, which makes it a useful combo starter. It also has a large initial autocancel window. In spite of its low ending lag and ability to meteor smash in the final hit, it is very unsafe on shield (being -12) and the final hit being unable to kill characters such as {{SSBU|Jigglypuff}} near the ledge offstage at 155%. Other aerials such as his neutral air or forward air possess faster frame data, stronger knockback, wider combo opportunities, and more versatility in general. In short, while serviceable against characters with bad recoveries and for starting combos, other aerials outclass down aerial in most aspects. | ||
This move has sparked up notorious controversy from {{Sm|PJiggles}}’s video on Worst Moves in Smash Ultimate, particularly on [[Twitter]]. Many players, such as {{Sm|Dark Wizzy}}, believe that the move is decent but not worse than [[Hammer]]. Dair “supporters” argue on how it is used in tournament footage, such as {{Sm|JeJaJeJa}} using it in edgeguard situations. However, due to the move’s inconsistency from mentioned above, other players, such as {{Sm|Ice_killer305}}, cite Hammer’s better consistency and much more reward when used at once, despite being more niche. Players that disagree with dair being a good move cite on the move’s inconsistency when played to its strengths: the move can often take more than 100% to genuinely KO a character for edgeguarding, whereas Donkey Kong’s dair can kill as early 20% because of its good knockback. Similarly, when a dair is above mid-percents, it no longer possesses the ability to properly combo a character. | |||
==Hitboxes== | ==Hitboxes== |
Revision as of 22:46, December 17, 2020
Overview
A corkscrew dropkick. It has the slowest startup of Kirby's entire moveset on frame 18, but it has low ending lag. It consists of multiple hits, with the final hit being able to meteor smash. It has a landing hitbox on Kirby's sides that launches at a 60 degrees angle, which makes it a useful combo starter. It also has a large initial autocancel window. In spite of its low ending lag and ability to meteor smash in the final hit, it is very unsafe on shield (being -12) and the final hit being unable to kill characters such as Jigglypuff near the ledge offstage at 155%. Other aerials such as his neutral air or forward air possess faster frame data, stronger knockback, wider combo opportunities, and more versatility in general. In short, while serviceable against characters with bad recoveries and for starting combos, other aerials outclass down aerial in most aspects.
This move has sparked up notorious controversy from PJiggles’s video on Worst Moves in Smash Ultimate, particularly on Twitter. Many players, such as Dark Wizzy, believe that the move is decent but not worse than Hammer. Dair “supporters” argue on how it is used in tournament footage, such as JeJaJeJa using it in edgeguard situations. However, due to the move’s inconsistency from mentioned above, other players, such as Ice_killer305, cite Hammer’s better consistency and much more reward when used at once, despite being more niche. Players that disagree with dair being a good move cite on the move’s inconsistency when played to its strengths: the move can often take more than 100% to genuinely KO a character for edgeguarding, whereas Donkey Kong’s dair can kill as early 20% because of its good knockback. Similarly, when a dair is above mid-percents, it no longer possesses the ability to properly combo a character.
Hitboxes
Timing
Attack
Initial autocancel | 1-17 |
---|---|
Hits 1-5 | 18-19, 21-22, 24-25, 27-28, 30-31 |
Hit 6 | 34 |
Ending autocancel | 48- |
Interruptible | 55 |
Animation length | 59 |
Landing lag
Hitboxes | 1-3 |
---|---|
Interruptible | 17 |
Animation length | 35 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
|