Mega Man (SSBU)/Neutral aerial
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- Neutral aerial deals less shield damage (1 → -0.5 (Mega Buster), 0 → -1 (shots)).
Pellet hitbox data is shared with neutral attack and forward tilt.
Mega Man can shoot up to three pellets, causing part of the move to loop.
Unlike other aerials, this move lacks traditional landing lag or autocancels. Upon landing, Mega Man instead transitions into his neutral attack or forward tilt, which continue from the latest frame with their own properties, much like air-to-ground transitions for special moves.
|Loop points||5-6, 17-18|
|Mega Buster hitbox||7-9|
|Pellet (clean, mid, late)||7-10, 11-14, 15-30|
|Interruptible (ending animation)||34 (17)|
|Animation length (ending animation)||33 (16)|
These parameters are shared with neutral attack.
|Shot X/Y offsets||[0, 8]|
- Mega Man has a landing lag value of 5 frames coded for his neutral aerial in his character files, which is never used due to its unique properties.