Editing Sonic (SSB4)/Up 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 6: Line 6:
At low percentages, landing with this move and autocanceling it as soon as possible allows it to set up an [[Sonic (SSB4)/Up tilt|up tilt]], [[Sonic (SSB4)/Neutral aerial|neutral aerial]], [[Sonic (SSB4)/Back aerial|back aerial]], [[Sonic (SSB4)/Forward aerial|forward aerial]] or another up aerial. At mid and fairly high percents is when the move is the most useful, as Spring Jump can aid in continuing combos, but most importantly, because it gives him a deadly combo in his up throw to Spring Jump to up aerial if the former is initiated on a platform, which can KO as early as below 100%, aiding significantly in Sonic's otherwise problematic KO power.
At low percentages, landing with this move and autocanceling it as soon as possible allows it to set up an [[Sonic (SSB4)/Up tilt|up tilt]], [[Sonic (SSB4)/Neutral aerial|neutral aerial]], [[Sonic (SSB4)/Back aerial|back aerial]], [[Sonic (SSB4)/Forward aerial|forward aerial]] or another up aerial. At mid and fairly high percents is when the move is the most useful, as Spring Jump can aid in continuing combos, but most importantly, because it gives him a deadly combo in his up throw to Spring Jump to up aerial if the former is initiated on a platform, which can KO as early as below 100%, aiding significantly in Sonic's otherwise problematic KO power.


Sonic's up aerial does have some flaws, however, which lie in its fairly high landing lag (21 frames), poor KO ability anywhere except near the upper blast line (being unable to KO under 190% at the height of {{SSB4|Battlefield}}'s middle platforms), and the first hit's low range in relation to the move's ending lag (24 frames), making aerial followups require good timing and an accurate prediction. The former flaw is entirely offset by its ability to autocancel immediately, however, which makes the move extremely difficult to punish, and with Sonic's outstanding [[neutral game]], his up aerial can still be consistently comboed into for deadly effects. Due to its notable advantages overall, it is a very useful part of Sonic's aerial game and has often been considered his best aerial.
Sonic's up aerial does have some flaws, however, which lie in its fairly high landing lag, poor KO ability anywhere except near the upper blast line (being unable to KO under 190% at the height of {{SSB4|Battlefield}}'s middle platforms), and the first hit's low range in relation to the move's ending lag (24 frames), making aerial followups require good timing and an accurate prediction. The former flaw is entirely offset by its ability to autocancel immediately, however, which makes the move extremely difficult to punish, and with Sonic's outstanding [[neutral game]], his up aerial can still be consistently comboed into for deadly effects. Due to its notable advantages overall, it is a very useful part of Sonic's aerial game and has often been considered his best aerial.


==Hitboxes==
==Hitboxes==

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported 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)