Hitbox visualization showing Chrom's up special, Soaring Slash.
Hitbox visualization showing Chrom's up special, Soaring Slash, when falling.
Hitbox visualization showing Chrom's up special, Soaring Slash, when landing.
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OverviewEdit

Update HistoryEdit

  1.1.0

  •   The properties of Soaring Slash have been altered.

  2.0.0

  •   Soaring Slash's meteor smash hitbox has reduced knockback, and Chrom's falling speed is increased 15 frames into the descent. This makes the move more likely to KO Chrom first when used in a sacrificial KO, limiting its ability to secure wins in a last-stock scenario.
    •   Additionally, the descent will now sometimes fail to connect into the landing hit when used out of a jump, due to Chrom descending much faster than the opponent.

HitboxesEdit

The falling hit's meteor smashing hitboxes prevent opponents from teching on floors or walls until they bounce off or their hitstun ends, ensuring the landing hit can connect.

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
Hit 1
0 0 0 6.0% 0   Standard 0 100 155   4.8 top 0.0 5.0 18.0 1.6× 0.0× 0%               Chrom Hit   All All            
1 0 0 6.0% 0   Standard 0 100 155   4.8 top 0.0 5.0 8.0 1.6× 0.0× 0%               Chrom Hit   All All            
2 0 0 6.0% 0   Standard 0 100 140   4.8 top 0.0 12.5 8.0 1.6× 0.0× 0%               Chrom Hit   All All            
3 0 0 6.0% 0   Standard 0 100 140   4.8 top 0.0 12.5 18.0 1.6× 0.0× 0%               Chrom Hit   All All            
Hits 2-3
0 0 7 1.5% 0   Standard 0 100 125   9.0 top 0.0 16.0 to 8.0 14.0 0.5× 0.0× 0%               Chrom Hit   All All            
Falling (early)
0 0 0 6.0% 0   Standard 120 30 0   8.0 top 0.0 14.0 to 7.0 12.0 0.2× 0.0× 0%               Chrom Hit   All All            
1 0 0 6.0% 0   Standard 0 100 160   8.0 top 0.0 14.0 to 7.0 12.0 0.2× 0.0× 0%               Chrom Hit   All All            
Falling (late)
0 0 0 6.0% 0   Standard 0 50 0   8.0 top 0.0 14.0 to 7.0 12.0 to 13.0 0.2× 0.0× 0%               Chrom Hit   All All            
1 0 0 6.0% 0   Standard 0 100 150   8.0 top 0.0 14.0 to 7.0 12.0 to 13.0 0.2× 0.0× 0%               Chrom Hit   All All            
Landing
0 0 0 6.0% 0   Forward 70 115 0   10.0 top 0.0 6.0 to 11.0 11.8 1.2× 1.0× 0%               Chrom Hit   All All            

TimingEdit

The falling hit lasts as long as Chrom continues falling. It sets his vertical speed to -6 on frames 54-67, then -7.5 from frame 68 onward. The timings below are when he initiates and lands with the move at ground level.

The jump starts on frame 31, and the move enables ledge grabs from the front starting on frame 51. It cannot grab ledges from behind.

AttackEdit

Super armor 10-30
Hit 1 10-11
Hits 2-3 39-47 (rehit rate: 7)
Falling (early, late) 54, 55-63
                                                                                                                             
                                                                                                                             

LandingEdit

Hitbox 1-4
Interruptible 37
Animation length 53
                                                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Armour
 
Interruptible

ParametersEdit

The ledge grab limit only applies during the falling portion (frame 54 onward), and only counts ledges grabbed out of the move. Unlike the universal limit of 6 ledge grabs, after this limit is exceeded, ledges are completely ignored without even showing the graphical effect for an attempted grab.

Aerial height multiplier 0.95
Period before landing after jump 20 frames
Additional air acceleration multiplier 13
Ledge grab limit 5