Super Smash Bros.

Kirby (SSB)/Up tilt: Difference between revisions

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==Overview==
==Overview==
[[File:SSBKirbyUTiltHurtbox.gif|thumb|The hitbox of Kirby's u-tilt.]]
[[File:Kirby Up Tilt Hitbox Smash 64.gif|thumb|The hitbox of Kirby's u-tilt.]]
Kirby does a vertical kick. It is widely regarded as among the best attacks in the game, and maybe even the series, due to dealing high damage (14% clean, 10% late), quick speed, ability to break shields via repeated use (which is very possible due to the quick speed), ability to [[combo]] (can combo into itself for up to 60%+ depending on the opponent), and a ridiculously [[disjointed]] [[hitbox]] that covers the length of more than one Kirby both horizontally and vertically - this alone is the reason why Kirby hard counters {{SSB|Yoshi}}, as it outspaces all of his reliable approach options.
Kirby does a vertical kick. It is widely regarded as among the best attacks in the game, and maybe even the series, due to dealing high damage (14% clean, 10% late), quick speed, ability to break shields via repeated use (which is very possible due to the quick speed), ability to [[combo]] (can combo into itself for up to 60%+ depending on the opponent), and a ridiculously [[disjointed]] [[hitbox]] that covers the length of more than one Kirby both horizontally and vertically - this alone is the reason why Kirby hard counters {{SSB|Yoshi}}, as it outspaces all of his reliable approach options.



Revision as of 03:27, August 28, 2013

Overview

The hitbox of Kirby's u-tilt.

Kirby does a vertical kick. It is widely regarded as among the best attacks in the game, and maybe even the series, due to dealing high damage (14% clean, 10% late), quick speed, ability to break shields via repeated use (which is very possible due to the quick speed), ability to combo (can combo into itself for up to 60%+ depending on the opponent), and a ridiculously disjointed hitbox that covers the length of more than one Kirby both horizontally and vertically - this alone is the reason why Kirby hard counters Yoshi, as it outspaces all of his reliable approach options.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Clean
0 0 14% 0 AngleIcon96.png 30 100 0 140 29 0 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 14% 0 AngleIcon96.png 30 100 0 160 29 200 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Late
0 0 10% 0 AngleIcon88.png 20 100 0 140 29 0 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 10% 0 AngleIcon88.png 20 100 0 160 29 200 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Timing

Clean hit 4-5
Late hit 6-11
Animation length 16
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change

Similar moves