Hitbox visualization showing Corrin's up special, Dragon Ascent.

Overview

Corrin ascends in their humanoid dragon form, performing Dragon 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.

Update History

  3.0.0

  •   Dragon Ascent has more invincibility frames (frames 10-17 → 7-17).
  •   Dragon Ascent's hits connect more reliably and its final hit has more knockback.

  4.0.0

  •   Dragon Ascent travels noticeably more vertical and horizontal distance.

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 Rehit rate
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             0
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             0
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             2
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
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             2
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             2
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             2
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             0
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             0
Hit 1 and the multihits use weight-independent knockback.

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