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Kirby (SSB)/Up tilt: Difference between revisions

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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.
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 reliable approach options.


==Hitboxes==
==Hitboxes==

Revision as of 09:59, August 21, 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 reliable 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 16
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change

Similar moves