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Kirby (SSB4)/Forward aerial: Difference between revisions

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(I know it does 12% if all hits hit, but it's a multi hit move, so how will it work?)
 
mNo edit summary
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! Hitbox type !! Damage !! Angle !! Base knockback !! Knockback scaling !! Fixed knockback value !! Weight dependent || Effect !! SFX level
! Hitbox type !! Damage !! Angle !! Base knockback !! Knockback scaling !! Fixed knockback value !! Weight dependent || Effect !! SFX level
|-  
|-  
|Throw || 12% || ? || ? || 148 || — || ? || Normal || ?
|Foot || 12% || ? || ? || 148 || — || ? || Normal || ?
|}
|}



Revision as of 17:08, February 25, 2016

Overview

Three quick spinning kicks. The first two hits deal weak knockback to lead into the last hit. Low landing lag, meaning that the first or second hit can be used as a setup into other moves. Can link into itself for a pseudo Wall of Pain in certain instances.

Hitboxes

Hitbox type Damage Angle Base knockback Knockback scaling Fixed knockback value Weight dependent Effect SFX level
Foot 12% ? ? 148 ? Normal ?

Landing lag

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