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Corrin (SSBU)/Forward aerial

Hitbox visualization showing Corrin's forward aerial.

Overview

Corrin performs a simple, downward sword swing. This move is a staple in Corrin's neutral, with incredible range and shield safety. Given the low FAF, it can also be used multiple times in a single jump. The high active frames also make it deceptively easy to land, and the hitbox range is exceptional. As a result, it can be seen as a premier forward aerial.

Forward aerial is very plus on hit, allowing it to combo in multiple different ways. When used with a SHFF at 0%, it can confirm options such as Dragon Lunge, enabling its host of mixups or a forward kick. However, rising with the move enables forward aerial chains, which can lead into Corrin's exceptional juggle game. These can often lead to ~50% combos.

The move isn't without flaws, though. It's frame 9, which is slightly below average for a move of its nature. Using the move multiple times in a jump can also leave Corrin a bit vulnerable due to the noticeable endlag on a rising forward aerial. Corrin's air speed also holds back the move's range. It is also very poor for edgeguarding due to being designed for juggle combos, with the upward launch and poor KO potential helping opponents if anything. Back aerial is usually used instead in this case. It also deals mediocre damage on its own, requiring combo execution for the move to be useful. These issues are, however, extremely minor and do little to hurt the move's success.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 9.0% 0   Standard 40 87 0   4.0 haver -1.0 0.0 0.0 1.0× 1.0× 0%               Slash   All All            
1 0 0 9.0% 0   Standard 40 87 0   4.0 haver -1.0 4.0 0.0 1.0× 1.0× 0%               Slash   All All            
2 0 0 9.0% 0   Standard 40 87 0   4.0 haver -1.0 8.0 0.0 1.0× 1.0× 0%               Slash   All All            

Timing

Attack

Initial autocancel 1-8
Hitboxes 9-12
Ending autocancel 30-
Interruptible 36
Animation length 60
                                                                                                                       
                                                                                                                       

Landing lag

Interruptible 9
Animation length 36
                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel
 
Interruptible