Zelda (SSBU)/Neutral aerial: Difference between revisions
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m (Removed protection from "Zelda (SSBU)/Neutral aerial": Bot: Unprotecting a list of files) |
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:ZeldaNAirSSBU.gif|thumb| | [[File:ZeldaNAirSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's neutral aerial.]] | ||
{{competitive expertise}} | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}''' | |||
*{{change|Neutral aerial's looping hits launch aerial opponents at more horizontal angles (92°/270°/92°/270° → 132°/230°/152°/210°).}} | |||
**{{buff|This allows them to connect more reliably.}} | |||
**{{nerf|However, due to now sending toward Zelda's opposite side, the opponent's final launch position is much more volatile. This makes follow-ups more difficult, especially from an auto-canceled short hop.}} | |||
*{{buff|Neutral aerial has less landing lag (15 frames → 12), matching its ''Brawl'' counterpart. This makes it safer on shield and improves its single-hit combo potential on grounded opponents, making KO setups into [[Lightning Kick]]s more reliable.}} | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Hits 1-4| | {{HitboxTableTitle|Hits 1-4|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 17: | Line 24: | ||
|xpos=0.0 | |xpos=0.0 | ||
|ypos=10.0 | |ypos=10.0 | ||
|zpos=7. | |zpos=7.6 | ||
|ff=0.6 | |ff=0.6 | ||
|sdi=0.8 | |sdi=0.8 | ||
Line 27: | Line 34: | ||
|rebound=f | |rebound=f | ||
|a=f | |a=f | ||
|setweight=t | |||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
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|rebound=f | |rebound=f | ||
|g=f | |g=f | ||
|setweight=t | |||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
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|rebound=f | |rebound=f | ||
|g=f | |g=f | ||
|setweight=t | |||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
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|rebound=f | |rebound=f | ||
|a=f | |a=f | ||
|setweight=t | |||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
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|rebound=f | |rebound=f | ||
|g=f | |g=f | ||
|setweight=t | |||
}} | }} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
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|rebound=f | |rebound=f | ||
|g=f | |g=f | ||
|setweight=t | |||
}} | }} | ||
{{HitboxTableTitle|Hit 5| | {{HitboxTableTitle|Hit 5|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
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===Landing lag=== | ===Landing lag=== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Interruptible | |||
|13 | |||
|- | |||
!Animation length | !Animation length | ||
| | |24 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Interruptible|c=12}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}} |
Latest revision as of 16:50, May 29, 2024
Overview[edit]
Update History[edit]
- Neutral aerial's looping hits launch aerial opponents at more horizontal angles (92°/270°/92°/270° → 132°/230°/152°/210°).
- This allows them to connect more reliably.
- However, due to now sending toward Zelda's opposite side, the opponent's final launch position is much more volatile. This makes follow-ups more difficult, especially from an auto-canceled short hop.
- Neutral aerial has less landing lag (15 frames → 12), matching its Brawl counterpart. This makes it safer on shield and improves its single-hit combo potential on grounded opponents, making KO setups into Lightning Kicks more reliable.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1-3 |
---|---|
Hits 1-4 | 6-7, 10-11, 14-15, 18-19 |
Hit 5 | 22-23 |
Ending autocancel | 38- |
Interruptible | 51 |
Animation length | 67 |
Landing lag[edit]
Interruptible | 13 |
---|---|
Animation length | 24 |
Lag time |
Hitbox |
Autocancel |
Interruptible |
|