Super Smash Bros. Ultimate

Zelda (SSBU)/Up aerial: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:ZeldaUAirSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's up aerial.]]
[[File:ZeldaUAirSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's up aerial.]]
{{competitive expertise}}
==Overview==
==Overview==
A large overhead blast of fiery magic generated from Zelda's fingers. It is the strongest up aerial in the game and deals high damage. The late hit is moderate in power and damage.
It is very disjointed, being positioned high up. While this gives it good coverage above Zelda, allowing her to shark stages, it lacks horizontal range and cannot hit most opponents at level with her. The hitbox has a deceptively moderate duration relative to the explosion visual. Furthermore, despite its appearance, it is a direct move attached to Zelda herself. Therefore, moving will cause the true hitbox to follow Zelda away from the visual.
It is Zelda's only aerial to have a large, strong and lingering hit. This makes it noticeably generous in covering techs on platforms, calling out jumps and catching landings, which her other aerials can struggle with due to stricter timing and/or hitbox sizes.
Up air has relatively low landing lag for its power at 12 frames. This makes it safe on shield if falling below opponents on platforms. At low percents, it can combo into neutral aerial, Lightning Kick, or chain into itself multiple times with good timing. However, it will quickly launch too far for true follow-ups due to its high base knockback. This also means that it will always send into tumble and can KO especially early near the top blast zone.
It is transcendent and cannot directly negate projectile hitboxes. Therefore, even Peach's weakest turnips, for example, can counterintuitively travel through the explosion completely unaffected. This makes the move unreliable in challenging opponents with landing projectile options. It also has slow startup, high ending lag and a late auto-cancel window, making it a bit risky to use if not falling.
==Update History==
==Update History==
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''

Revision as of 17:26, July 27, 2024

Hitbox visualization showing Zelda's up aerial.

Overview

A large overhead blast of fiery magic generated from Zelda's fingers. It is the strongest up aerial in the game and deals high damage. The late hit is moderate in power and damage.

It is very disjointed, being positioned high up. While this gives it good coverage above Zelda, allowing her to shark stages, it lacks horizontal range and cannot hit most opponents at level with her. The hitbox has a deceptively moderate duration relative to the explosion visual. Furthermore, despite its appearance, it is a direct move attached to Zelda herself. Therefore, moving will cause the true hitbox to follow Zelda away from the visual.

It is Zelda's only aerial to have a large, strong and lingering hit. This makes it noticeably generous in covering techs on platforms, calling out jumps and catching landings, which her other aerials can struggle with due to stricter timing and/or hitbox sizes.

Up air has relatively low landing lag for its power at 12 frames. This makes it safe on shield if falling below opponents on platforms. At low percents, it can combo into neutral aerial, Lightning Kick, or chain into itself multiple times with good timing. However, it will quickly launch too far for true follow-ups due to its high base knockback. This also means that it will always send into tumble and can KO especially early near the top blast zone.

It is transcendent and cannot directly negate projectile hitboxes. Therefore, even Peach's weakest turnips, for example, can counterintuitively travel through the explosion completely unaffected. This makes the move unreliable in challenging opponents with landing projectile options. It also has slow startup, high ending lag and a late auto-cancel window, making it a bit risky to use if not falling.

Update History

Super Smash Bros. Ultimate 7.0.0

  • Buff Up aerial has a bigger hitbox (8u → 9u), increasing its range.
  • Buff Up aerial's clean hit has more knockback scaling (70 → 73).
  • Buff Up aerial has a new late hit that increases its duration (frames 14-16 → 14-19), and deals less damage (17% → 12%) with knockback not compensated.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 17.0% 0 AngleIcon90.png Standard 55 73 0 HitboxTableIcon(False).png 9.0 top 0.0 26.5 0.5 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Flame (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Bomb SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
0 0 0 12.0% 0 AngleIcon90.png Standard 55 70 0 HitboxTableIcon(False).png 9.0 top 0.0 26.5 0.5 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Flame (effect) Magic (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Bomb SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Attack

Initial autocancel 1-4
Clean hit 14-16
Late hit 17-19
Ending autocancel 54-
Interruptible 55
Animation length 63
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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).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 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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).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 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 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 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 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 FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag

Interruptible 13
Animation length 19
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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
Auto-canceling
Autocancel
Interruptibility
Interruptible