Isabelle (SSBU)/Neutral attack: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:IsabelleJab.gif|thumb| | [[File:IsabelleJab.gif|thumb|350px|Hitbox visualization showing Isabelle's jab.]] | ||
==Overview== | ==Overview== | ||
Isabelle's Neutral Attack functions as a fast, non-launching tool for close-quarters combat. It can be followed up by a Down Smash at mid to high percents. This move is her quickest option for close-range encounters, often serving as one of her safest choices—even when striking an opponent's shield, as it creates space. While it does not place Isabelle in an advantageous game state, it helps her disengage from close-quarters combat, which is often desirable. It can reliably jab lock the entire cast. | |||
Notably, it can chain into itself infinitely when the opponent is pressed against a ledge, thanks to its hit stun allowing Isabelle to walk forward briefly after each jab. However, the timing for continual execution is very precise. | |||
==Update History== | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | ||
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|damage=2.0% | |damage=2.0% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=14 | |bk=14 | ||
|ks=30 | |ks=30 | ||
Line 33: | Line 37: | ||
|damage=2.0% | |damage=2.0% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=14 | |bk=14 | ||
|ks=30 | |ks=30 | ||
Line 53: | Line 58: | ||
|damage=2.0% | |damage=2.0% | ||
|angle=361 | |angle=361 | ||
|af=3 | |||
|bk=14 | |bk=14 | ||
|ks=30 | |ks=30 | ||
Line 70: | Line 76: | ||
|'''+14''' frames | |'''+14''' frames | ||
|} | |} | ||
==Timing== | ==Timing== | ||
The move can loop into itself by either holding the attack button or pressing it repeatedly. Upon hitting twice with the move, any subsequent hits push Isabelle back slightly until it is interrupted. | |||
{|class="wikitable" | {|class="wikitable" | ||
!Hitboxes | !Hitboxes | ||
|3-4 | |3-4 | ||
|- | |- | ||
! | !Repeat window | ||
| | |13-19 | ||
|- | |- | ||
!Interruptible | !Interruptible | ||
Line 86: | Line 94: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=8|e=LagLoopS}}{{FrameStrip|t=Lag|c=7|s=LagLoopE}}{{FrameStrip|t=Interruptible|c=20}} | ||
|- | |||
{{FrameStrip|t=Blank|c=12|e=BlankLoopS}}{{FrameStrip|t=Continuable|c=7|s=ContinuableLoopE}}{{FrameStrip|t=Blank|c=20}} | |||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y| | {{FrameIconLegend|lag=y|hitbox=y|loop=y|continuable=y|interruptible=y}} | ||
{{MvSubNavIsabelle|g=SSBU}} | {{MvSubNavIsabelle|g=SSBU}} | ||
[[Category:Isabelle (SSBU)]] | [[Category:Isabelle (SSBU)]] | ||
[[Category:Neutral attacks (SSBU)]] | [[Category:Neutral attacks (SSBU)]] |
Latest revision as of 03:45, February 19, 2024
Overview[edit]
Isabelle's Neutral Attack functions as a fast, non-launching tool for close-quarters combat. It can be followed up by a Down Smash at mid to high percents. This move is her quickest option for close-range encounters, often serving as one of her safest choices—even when striking an opponent's shield, as it creates space. While it does not place Isabelle in an advantageous game state, it helps her disengage from close-quarters combat, which is often desirable. It can reliably jab lock the entire cast.
Notably, it can chain into itself infinitely when the opponent is pressed against a ledge, thanks to its hit stun allowing Isabelle to walk forward briefly after each jab. However, the timing for continual execution is very precise.
Update History[edit]
- Neutral attack deals less knockback (21 base/38 scaling → 14/30), has a lower SDI multiplier (1× → 0.5×) and deals more hitstun (8 frames → 14), allowing it to chain into itself more reliably and making it safer to use.
Hitboxes[edit]
Timing[edit]
The move can loop into itself by either holding the attack button or pressing it repeatedly. Upon hitting twice with the move, any subsequent hits push Isabelle back slightly until it is interrupted.
Hitboxes | 3-4 |
---|---|
Repeat window | 13-19 |
Interruptible | 20 |
Animation length | 39 |
Lag time |
Hitbox |
Loop point |
Continuable |
Interruptible |