SSBU Icon.png

Corrin (SSBU)/Up special: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Removed competitive expertise tag)
Tag: Mobile edit
(→‎Hitboxes: Fixed inverted knock back values)
 
(3 intermediate revisions by 3 users not shown)
Line 3: Line 3:


==Overview==
==Overview==
{{SSBU|Corrin}} ascends in their humanoid dragon form, performing [[Draconic Ascent]]. Thanks to the [[intangibility]] from frame 7, this can be seen as a fairly decent [[out of shield]] option. However, it is vulnerable to being [[shield]]ed by opponents who know the hitbox comes out later, making it risky.  
{{SSBU|Corrin}} ascends in their humanoid dragon form, performing [[Dragon Ascent]]. Thanks to the [[intangibility]] from frame 7, this can be seen as a fairly decent [[out of shield]] option. However, it is vulnerable to being [[shield]]ed by opponents who know the hitbox comes out later, making it risky.  


The [[knockback]] from this move is fairly mediocre, with it only really [[KO]]ing with platform assistance or during juggle situations. It can also be unsafe on hit at lower [[percentage]]s. However, at higher percentages, shielding on a platform as Corrin does threaten the opponent.  
The [[knockback]] from this move is fairly mediocre, with it only really [[KO]]ing with platform assistance or during juggle situations. It can also be unsafe on hit at lower [[percentage]]s. However, at higher percentages, shielding on a platform as Corrin does threaten the opponent.  
Line 9: Line 9:
As a [[recovery]] move, due to it removing aerial momentum after use, Corrin can end up missing the ledge fairly easily. The distance covered is also only average, though it can be angled. This combined with Corrin's reliance on a midair jump leads to them being fairly easy to [[gimp]]. As such, the move's drawbacks make it used more by force, rather than choice.
As a [[recovery]] move, due to it removing aerial momentum after use, Corrin can end up missing the ledge fairly easily. The distance covered is also only average, though it can be angled. This combined with Corrin's reliance on a midair jump leads to them being fairly easy to [[gimp]]. As such, the move's drawbacks make it used more by force, rather than choice.


==Update History==
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
*{{buff|Dragon Ascent has more invincibility frames (frames 10-17 → 7-17).}}
*{{buff|Dragon Ascent's hits connect more reliably and its final hit has more knockback.}}
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
*{{buff|Dragon Ascent travels noticeably more vertical and horizontal distance.}}
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
! {{rollover|Rehit rate|If not 0, hits again every X frames|y}}
{{HitboxTableTitle|Hit 1|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 31: Line 38:
|slvl=L
|slvl=L
}}
}}
|0
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
Line 48: Line 56:
|effect=Water
|effect=Water
|sfx=None
|sfx=None
|nogfx=true
|slvl=S
|slvl=S
|a=f
|a=f
}}
}}
{{HitboxTableTitle|Multihits|24}}
|0
{{HitboxTableTitle|Multihits|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 71: Line 81:
|slvl=M
|slvl=M
}}
}}
|2
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
Line 90: Line 101:
|slvl=M
|slvl=M
}}
}}
|2
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
Line 109: Line 121:
|slvl=M
|slvl=M
}}
}}
|2
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=3
|id=3
Line 128: Line 141:
|slvl=M
|slvl=M
}}
}}
|2
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=4
|id=4
Line 147: Line 161:
|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Final hit|24}}
|2
{{HitboxTableTitle|Final hit|25}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 154: Line 169:
|angle=65
|angle=65
|bk=70
|bk=70
|ks=0
|ks=170
|fkv=170
|fkv=0
|r=8.5
|r=8.5
|bn=rot
|bn=rot
Line 167: Line 182:
|slvl=L
|slvl=L
}}
}}
|0
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
Line 173: Line 189:
|angle=65
|angle=65
|bk=70
|bk=70
|ks=0
|ks=170
|fkv=170
|fkv=0
|r=8.5
|r=8.5
|bn=rot
|bn=rot
Line 186: Line 202:
|slvl=L
|slvl=L
}}
}}
|0
{{HitboxTableRowNote|Hit 1 and the multihits use weight-independent knockback.|25}}
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"

Latest revision as of 22:35, April 14, 2024

Hitbox visualization showing Corrin's up special, Dragon Ascent.

Overview[edit]

Corrin ascends in their humanoid dragon form, performing Dragon Ascent. Thanks to the intangibility from frame 7, this can be seen as a fairly decent out of shield option. However, it is vulnerable to being shielded by opponents who know the hitbox comes out later, making it risky.

The knockback from this move is fairly mediocre, with it only really KOing with platform assistance or during juggle situations. It can also be unsafe on hit at lower percentages. However, at higher percentages, shielding on a platform as Corrin does threaten the opponent.

As a recovery move, due to it removing aerial momentum after use, Corrin can end up missing the ledge fairly easily. The distance covered is also only average, though it can be angled. This combined with Corrin's reliance on a midair jump leads to them being fairly easy to gimp. As such, the move's drawbacks make it used more by force, rather than choice.

Update History[edit]

Super Smash Bros. Ultimate 3.0.0

  • Buff Dragon Ascent has more invincibility frames (frames 10-17 → 7-17).
  • Buff Dragon Ascent's hits connect more reliably and its final hit has more knockback.

Super Smash Bros. Ultimate 4.0.0

  • Buff Dragon Ascent travels noticeably more vertical and horizontal distance.

Hitboxes[edit]

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 Rehit rate
Hit 1
0 1 0 4.5% 0 AngleIcon85.png Standard 0 100 160 HitboxTableIcon(False).png 5.0 top 0.0 4.0 -3.0 to 6.0 1.5× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 0
1 0 0 0.0% 0 AngleIcon0.png Standard 0 70 32 HitboxTableIcon(False).png 7.0 top 0.0 3.5 -14.0 to 15.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Water).png TypeIcon(Typeless).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S None SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(True).png HitboxTableIcon(False).png 0
Multihits
0 1 0 1.2% 0 AngleIcon80.png Standard 0 100 150 HitboxTableIcon(False).png 2.0 rot 0.0 5.5 0.0 0.7× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 2
1 1 0 1.2% 0 AngleIcon105.png Standard 0 100 150 HitboxTableIcon(False).png 5.5 rot 0.0 5.5 6.0 0.7× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 2
2 1 0 1.2% 0 AngleIcon68.png Standard 0 100 150 HitboxTableIcon(False).png 5.5 rot 0.0 5.5 -6.0 0.7× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 2
3 1 0 1.2% 0 AngleIcon100.png Standard 0 100 165 HitboxTableIcon(False).png 5.0 rot 0.0 -1.0 5.5 0.7× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 2
4 1 0 1.2% 0 AngleIcon73.png Standard 0 100 165 HitboxTableIcon(False).png 5.0 rot 0.0 -1.0 -5.5 0.7× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Slash SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 2
Final hit
0 2 0 3.0% 0 AngleIcon65.png Standard 70 170 0 HitboxTableIcon(False).png 8.5 rot 0.0 5.5 -7.0 0.7× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 0
1 2 0 3.0% 0 AngleIcon65.png Standard 70 170 0 HitboxTableIcon(False).png 8.5 rot 0.0 5.5 7.0 0.7× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Slash).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png 0
Hit 1 and the multihits use weight-independent knockback.

Timing[edit]

Intangibility 7-17
Hit 1 18-19
Multihits 20-28
Final hit 29-30
Animation length 56
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 FrameIcon(Lag).png FrameIcon(Lag).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(HitboxChangeS).png FrameIcon(HitboxChangeE).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 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(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Intangible).png
Intangible
FrameIcon(Interruptible).png
Interruptible