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Kirby (SSB)/Up tilt: Difference between revisions

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(just want to save this, I'll go figure out how to SSB64 animation length now)
m (That's not outprioritising.)
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==Overview==
==Overview==
[[File:SSBKirbyUTiltHurtbox.gif|thumb|The hitbox of Kirby's u-tilt.]]
[[File:SSBKirbyUTiltHurtbox.gif|thumb|The hitbox of Kirby's u-tilt.]]
Kirby does a vertical kick. It is widely regarded as among the best attacks in the game, and maybe even the series, due to dealing high damage (14% clean, 10% late), quick speed, ability to break shields via repeated use (which is very possible due to the quick speed), ability to combo (can combo into itself for up to 60%+ depending on the opponent), and a ridiculously disjointed hitbox that covers the length of more than one Kirby both horizontally and vertically - this alone is the reason why Kirby hard counters {{SSB|Yoshi}}, as it outspaces all of his approach options. Due to having very high range and damage, it can also easily outprioritize almost all attacks (even a [[Falcon Punch]], as the cancellation range is just within the Falcon Punch's primary hitbox).
Kirby does a vertical kick. It is widely regarded as among the best attacks in the game, and maybe even the series, due to dealing high damage (14% clean, 10% late), quick speed, ability to break shields via repeated use (which is very possible due to the quick speed), ability to combo (can combo into itself for up to 60%+ depending on the opponent), and a ridiculously disjointed hitbox that covers the length of more than one Kirby both horizontally and vertically - this alone is the reason why Kirby hard counters {{SSB|Yoshi}}, as it outspaces all of his approach options.


==Hitboxes==
==Hitboxes==

Revision as of 18:28, July 9, 2013

Overview

File:SSBKirbyUTiltHurtbox.gif
The hitbox of Kirby's u-tilt.

Kirby does a vertical kick. It is widely regarded as among the best attacks in the game, and maybe even the series, due to dealing high damage (14% clean, 10% late), quick speed, ability to break shields via repeated use (which is very possible due to the quick speed), ability to combo (can combo into itself for up to 60%+ depending on the opponent), and a ridiculously disjointed hitbox that covers the length of more than one Kirby both horizontally and vertically - this alone is the reason why Kirby hard counters Yoshi, as it outspaces all of his approach options.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Clean
0 0 14% 0 AngleIcon96.png 30 100 0 140 29 0 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 14% 0 AngleIcon96.png 30 100 0 160 29 200 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Late
0 0 10% 0 AngleIcon88.png 20 100 0 140 29 0 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 10% 0 AngleIcon88.png 20 100 0 160 29 200 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Timing

Clean hit 4-5
Late hit 6-11
Animation length


Similar moves