Editing Corrin (SSBU)/Forward aerial

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 7: Line 7:
Forward aerial is very plus on hit, allowing it to combo in multiple different ways. When used with a [[SHFF]] at 0%, it can confirm options such as [[Dragon Lunge]], enabling its host of mixups or a forward kick. However, rising with the move enables forward aerial chains, which can lead into Corrin's exceptional juggle game. These can often lead to ~50% combos.  
Forward aerial is very plus on hit, allowing it to combo in multiple different ways. When used with a [[SHFF]] at 0%, it can confirm options such as [[Dragon Lunge]], enabling its host of mixups or a forward kick. However, rising with the move enables forward aerial chains, which can lead into Corrin's exceptional juggle game. These can often lead to ~50% combos.  


However, its startup being frame 9 is slightly below average for an aerial of its nature. Using the move multiple times in a jump can leave Corrin vulnerable due to the noticeable endlag on a rising forward aerial. Corrin's [[air speed]] also holds back the move's range. It is also very poor for edgeguarding due to being designed for juggle combos, with the upward launch and poor [[KO]] potential helping opponents if anything. Back aerial is usually used instead in this case. These issues are, however, extremely minor and do little to hurt the move's success.
The move isn't without flaws, though. It's frame 9, which is slightly below average for a move of its nature. Using the move multiple times in a jump can also leave Corrin a bit vulnerable due to the noticeable endlag on a rising forward aerial. Corrin's [[air speed]] also holds back the move's range. It is also very poor for edgeguarding due to being designed for juggle combos, with the upward launch and poor [[KO]] potential helping opponents if anything. Back aerial is usually used instead in this case. It also deals mediocre damage on its own, requiring combo execution for the move to be useful. These issues are, however, extremely minor and do little to hurt the move's success.


==Update History==
==Update History==

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 4.0 International license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)