Zelda (SSBU)/Neutral aerial: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary |
(Trying to be more precise and note the full implications of the changes) |
||
(One intermediate revision by one other user not shown) | |||
Line 5: | Line 5: | ||
==Update History== | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}''' | '''{{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|Neutral aerial has less landing lag (15 frames → 12), matching its ''Brawl'' counterpart. This improves its combo potential, making KO setups into [[Lightning Kick]]s more reliable.}} | **{{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}} | ||
Line 265: | Line 268: | ||
|- | |- | ||
!Animation length | !Animation length | ||
| | |24 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Interruptible|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 |
|