Super Smash Bros. Ultimate

Sora (SSBU)/Neutral aerial/Hit 2

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Hitbox visualization showing Sora's neutral aerial 2.

Overview

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
Frame 6
0 0 0 3.5% 0   Forward 64 4 0   3.8 haver 0.0 0.0 0.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
1 0 0 3.5% 0   Forward 68 4 0   3.8 haver 0.0 4.6 0.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
2 0 0 3.5% 0   Forward 76 4 0   3.8 haver 0.0 9.2 0.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
Frame 7
0 0 0 3.5% 0   Forward 64 4 0   3.8 haver 0.0 0.0 0.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
1 0 0 3.5% 0   Forward 68 4 0   3.8 haver 0.0 4.6 0.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
2 0 0 3.5% 0   Forward 76 4 0   3.8 haver 0.0 9.2 0.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
3 0 0 3.5% 0   Forward 64 4 0   3.6 top 0.0 6.0 6.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
4 0 0 3.5% 0   Forward 64 4 0   3.6 top 0.0 6.0 6.0 to 16.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
Frame 8
0 0 0 3.5% 0   Forward 46 4 0   3.8 haver 0.0 0.0 0.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
1 0 0 3.5% 0   Forward 48 4 0   3.8 haver 0.0 4.6 0.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
2 0 0 3.5% 0   Forward 50 4 0   3.8 haver 0.0 9.2 0.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
3 0 0 3.5% 0   Forward 64 4 0   3.6 top 0.0 6.0 6.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
4 0 0 3.5% 0   Forward 64 4 0   3.6 top 0.0 6.0 6.0 to 16.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
Frames 9-10
0 0 0 3.5% 0   Forward 42 4 0   3.8 haver 0.0 0.0 0.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
1 0 0 3.5% 0   Forward 44 4 0   3.8 haver 0.0 4.6 0.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
2 0 0 3.5% 0   Forward 46 4 0   3.8 haver 0.0 9.2 0.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
3 0 0 3.5% 0   Forward 64 4 0   3.6 top 0.0 6.0 6.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            
4 0 0 3.5% 0   Forward 64 4 0   3.6 top 0.0 6.0 6.0 to 16.0 0.3× 1.0× 0%     File:EffectIcon(Keyblade).png         Sora Cleave   All All            

Timing

Attack

The move can transition into the next hit by either holding the attack button or pressing it again within the continuability window. Upon hitting an opponent, the move sets Sora's vertical speed to 1 if not fast falling, reduces his previous horizontal momentum by 0.35×, and temporarily multiplies his air acceleration and air speed by 0.75× and 0.65×, respectively.

Hitboxes 6, 7, 8, 9-10
Continuability window 12-33
Earliest continuable frame 20
Ending autocancel 28-
Interruptible 34
Animation length 60
                                                                                                                       
                                                                                                                       
                                                                                                                       

Landing lag

Interruptible 11
Animation length 39
                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Continuable
  
Earliest continuable point
 
Interruptible

Trivia

  • The ID 3 hitbox is coded as an extended hitbox despite not actually extending, which prevents it from interpolating.