Kirby (SSB)/Up tilt: Difference between revisions
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==Overview== | ==Overview== | ||
[[File:Kirby Up Tilt Hitbox Smash 64.gif|thumb|The hitbox of Kirby's u-tilt.]] | [[File:Kirby Up Tilt Hitbox Smash 64.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 [[shield break combo|break shields]] via repeated use (which is very possible due to the quick speed), ability to [[combo]] (can chain into itself for up to 60%+ depending on the opponent, and easily lead into other moves such as aerials), good KO power at very high percentages, and a ridiculously [[disjointed]] [[hitbox]] that covers the length of more than one Kirby both horizontally and vertically - this | 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 [[shield break combo|break shields]] via repeated use (which is very possible due to the quick speed), ability to [[combo]] (can chain into itself for up to 60%+ depending on the opponent, and easily lead into other moves such as aerials), good KO power at very high percentages, and a ridiculously [[disjointed]] [[hitbox]] that covers the length of more than one Kirby both horizontally and vertically - this is considered the main reason Kirby hard counters {{SSB|Yoshi}}, as it outspaces all of his reliable [[approach]] options. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 15:47, August 24, 2014
Overview
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 chain into itself for up to 60%+ depending on the opponent, and easily lead into other moves such as aerials), good KO power at very high percentages, and a ridiculously disjointed hitbox that covers the length of more than one Kirby both horizontally and vertically - this is considered the main reason Kirby hard counters Yoshi, as it outspaces all of his reliable approach options.
Hitboxes
Timing
Clean hit | 4-5 |
---|---|
Late hit | 6-11 |
Animation length | 16 |
Lag time |
Hitbox |
Hitbox change |
Similar moves