Super Smash Bros.

Ness (SSB)/Forward aerial: Difference between revisions

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Also, being one of his fastest DJC aerials (fastest outside of {{mvsub|Ness|SSB|down aerial}}), it also has [[shield break]] potential, though noticeably less than down or up aerial due to its (comparatively) smaller range.
Also, being one of his fastest DJC aerials (fastest outside of {{mvsub|Ness|SSB|down aerial}}), it also has [[shield break]] potential, though noticeably less than down or up aerial due to its (comparatively) smaller range.


{{technical data}}
==Hitboxes==
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Clean|18}}
{{SSB64HitboxTableRow
|id=0
|damage=12%
|sd=1
|angle=361
|bk=16
|ks=100
|fkv=0
|r=155
|bn=0
|ypos=140
|zpos=180
|clang=1
|effect=Normal
|slvl=L
|sfx=Punch
}}
{{HitboxTableTitle|Late|18}}
{{SSB64HitboxTableRow
|id=0
|damage=9%
|sd=1
|angle=361
|bk=10
|ks=100
|fkv=0
|r=140
|bn=0
|ypos=140
|zpos=180
|clang=1
|effect=Normal
|slvl=L
|sfx=Punch
}}
|}


==Timing==
{|class="wikitable"
!Clean hit
|10-13
|-
!Late hit
|14-26
|-
!Animation length
|41
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=13|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=15}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y}}
{{MvSubNavNess|g=SSB}}
{{MvSubNavNess|g=SSB}}



Revision as of 12:52, May 20, 2020

Overview

Ness does a quick poke with his hands in front of him in the air, similar to the animation of him doing a dash attack, for 12 percent damage (10% weak hit) with moderate knockback. The move is excellent for juggling purposes, even without advanced techniques. However, this move is even more feared when in use with the double jump cancel technique, which is very important to Ness's metagame and vital in most of his matchups. With it, Ness is capable of doing even shorter short hops, allowing him to use the move a very short distance from the ground, meaning forward aerial chains can be performed up until the higher percents. Ness can also potentially perform zero-to-death combos on opponents, as he can rack up huge damage with his forward aerial in conjunction with his other aerials (especially neutral aerial into a down aerial spike. However, the move, along with Ness's other moves used for this technique, has short range, so the technique has since lost recognition and known effectiveness.

Also, being one of his fastest DJC aerials (fastest outside of down aerial), it also has shield break potential, though noticeably less than down or up aerial due to its (comparatively) smaller range.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Clean
0 0 12% 1 Sakurai angle 16 100 0 155 0 0 140 180 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch
Late
0 0 9% 1 Sakurai angle 10 100 0 140 0 0 140 180 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch

Timing

Clean hit 10-13
Late hit 14-26
Animation length 41
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(Hitbox).png FrameIcon(Hitbox).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 FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change