Piranha Plant (SSBU)/Neutral aerial: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:PiranhaPlantNAir.gif|thumb|500px|Hitbox visualization showing Piranha Plant's neutral aerial.]]
[[File:PiranhaPlantNAir.gif|thumb|400px|Hitbox visualization showing Piranha Plant's neutral aerial.]]
==Overview==
==Overview==
Piranha Plant faces towards the screen, then spins around using its leaves to attack. It is one of Piranha Plant's most versatile normal moves. A notable aspect of neutral aerial is that the final hit always sends opponents in the direction Piranha Plant is facing, making it exceptionally consistent in comboing and edgeguarding. Its main use is as a combo tool, in which the final hit can lead to grabs or jabs at percents where the opponent isn't sent into tumble, then forward aerials, dash attacks or even jablocks once at tumble percent. The multihits of the move can also be used to drag opponents down to the ground with Piranha Plant, and at high enough percents, lead to jabs or grabs, which the latter can end up being a kill confirm due to up throw's power. At much higher percents, when the opponent is grounded, a single hit of neutral aerial can send the opponent slightly up, and lead to the sweetspot of up tilt, and also be able to kill. At early percents however, the multihits are unsafe on hit upon landing, so it is best to relegate the move as a short hop aerial until it gains enough hit advantage for at least jab (which is frame 2).
Piranha Plant faces towards the screen, then spins around using its leaves to attack. It is one of Piranha Plant's most versatile normal moves. A notable aspect of neutral aerial is that the final hit always sends opponents in the direction Piranha Plant is facing, making it exceptionally consistent in comboing and edgeguarding. Its main use is as a combo tool, in which the final hit can lead to grabs or jabs at percents where the opponent isn't sent into tumble, then forward aerials, dash attacks or even jablocks once at tumble percent. The multihits of the move can also be used to drag opponents down to the ground with Piranha Plant, and at high enough percents, lead to jabs or grabs, which the latter can end up being a kill confirm due to up throw's power. At much higher percents, when the opponent is grounded, a single hit of neutral aerial can send the opponent slightly up, and lead to the sweetspot of up tilt, and also be able to kill. At early percents however, the multihits are unsafe on hit upon landing, so it is best to relegate the move as a short hop aerial until it gains enough hit advantage for at least jab (which is frame 2).
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==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Multihits|24}}
{{HitboxTableTitle|Multihits|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|slvl=S
|slvl=S
}}
}}
{{HitboxTableTitle|Final hit|24}}
{{HitboxTableTitle|Final hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=3.0%
|damage=3.0%
|angle=361
|angle=361
|af=3
|bk=45
|bk=45
|ks=140
|ks=140
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|damage=3.0%
|damage=3.0%
|angle=361
|angle=361
|af=3
|bk=45
|bk=45
|ks=140
|ks=140
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|-
|-
!Multihits
!Multihits
|8-17
|8-17 (rehit rate: 3)
|-
|-
!Final hit
!Final hit
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===Landing lag===
===Landing lag===
{|class="wikitable"
{|class="wikitable"
!Interruptible
|16
|-
!Animation length
!Animation length
|15
|42
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=15}}
{{FrameStrip|t=Lag|c=15}}{{FrameStrip|t=Interruptible|c=27}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}