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Charizard (SSBU)/Back aerial

Hitbox visualization showing Charizard's back aerial.
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OverviewEdit

HitboxesEdit

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
Early hit
1 1 0 14.0% 0   Backward 50 90 0   4.0 top 0.0 3.2 -17.5 1.0× 1.0× 0%               Kick   All All            
2 1 0 11.0% 0   Backward 50 90 0   3.5 top 0.0 5.0 -7.0 to -13.0 1.0× 1.0× 0%               Kick   All All            
Clean hit
0 1 0 16.0% 0   Backward 50 90 0   5.0 fire -2.0 -1.0 0.0 1.0× 1.0× 0%               Fire   All All            
1 1 0 14.0% 0   Backward 50 90 0   4.0 tail4 -1.3 -1.0 1.0 1.0× 1.0× 0%               Kick   All All            
2 1 0 11.0% 0   Backward 50 90 0   4.0 tail3 0.0 -1.0 0.0 1.0× 1.0× 0%               Kick   All All            
3 1 0 11.0% 0   Backward 50 90 0   4.0 tail2 2.0 -1.0 -1.0 1.0× 1.0× 0%               Kick   All All            
Late hit
0 1 0 16.0% 0   Backward 50 90 0   5.0 top 0.0 20.2 -19.3 1.0× 1.0× 0%               Fire   All All            
1 1 0 14.0% 0   Backward 50 90 0   4.0 top 0.0 17.3 -16.5 1.0× 1.0× 0%               Kick   All All            
2 1 0 11.0% 0   Backward 50 90 0   4.0 top 0.0 14.5 -13.2 1.0× 1.0× 0%               Kick   All All            
3 1 0 11.0% 0   Backward 50 90 0   4.0 top 0.0 10.4 -9.5 1.0× 1.0× 0%               Kick   All All            

TimingEdit

AttackEdit

Initial autocancel 1-3
Early hit 14
Clean hit 15
Late hit 16
Ending autocancel 44-
Interruptible 46
Animation length 51
                                                                                                     
                                                                                                     

Landing lagEdit

Interruptible 21
Animation length 31
                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible

TriviaEdit

  • The early hit's ID 1 hitbox is coded as an extended hitbox despite not being actually extended, preventing it from interpolating until the next frame.