Super Smash Bros. Ultimate

Corrin (SSBU)/Up special

< Corrin (SSBU)
Revision as of 11:31, June 20, 2020 by Plague von Karma (talk | contribs) (→‎Overview: Added an overview. Editing on mobile, so if there's anything wrong, please don't be afraid to nag me.)
Hitbox visualization showing Corrin's up special, Dragon Ascent.
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Overview

Corrin ascends in their humanoid dragon form, performing Draconic 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.

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
Hit 1
0 1 0 4.5% 0   Standard 0 100 160   5.0 top 0.0 4.0 -3.0 to 6.0 1.5× 1.0× 0%               Kick   All All            
1 0 0 0.0% 0   Standard 0 70 32   7.0 top 0.0 3.5 -14.0 to 15.5 1.0× 1.0× 0%               None   All All            
Multihits
0 1 0 1.2% 0   Standard 0 100 150   2.0 rot 0.0 5.5 0.0 0.7× 1.0× 0%               Slash   All All            
1 1 0 1.2% 0   Standard 0 100 150   5.5 rot 0.0 5.5 6.0 0.7× 1.0× 0%               Slash   All All            
2 1 0 1.2% 0   Standard 0 100 150   5.5 rot 0.0 5.5 -6.0 0.7× 1.0× 0%               Slash   All All            
3 1 0 1.2% 0   Standard 0 100 165   5.0 rot 0.0 -1.0 5.5 0.7× 1.0× 0%               Slash   All All            
4 1 0 1.2% 0   Standard 0 100 165   5.0 rot 0.0 -1.0 -5.5 0.7× 1.0× 0%               Slash   All All            
Final hit
0 2 0 3.0% 0   Standard 70 0 170   8.5 rot 0.0 5.5 -7.0 0.7× 1.0× 0%               Kick   All All            
1 2 0 3.0% 0   Standard 70 0 170   8.5 rot 0.0 5.5 7.0 0.7× 1.0× 0%               Kick   All All            

Timing

Intangibility 7-17
Hit 1 18-19
Multihits 20-28
Final hit 29-30
Animation length 56
                                                                                                               
                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Interruptible