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Isabelle (SSBU)/Down aerial

Hitbox visualization for Isabelle's down aerial
Hitbox visualization showing Isabelle's down aerial.

OverviewEdit

Isabelle's Down aerial is her primary means of attacking beneath her. The sweet spot possesses a smaller hit box in the center that that changes the landed hit into a spike if connected. The hit box lingers, improving her ability to circle camp and sometimes allowing her to land more safely on platforms.

Despite being visually similar to her Up aerial, this move has different properties that make it deceptively inconsistent. If the smaller 'spike' hit box within the sweet spot is not landed, the attack will send the opponent downwards or towards the side at differing angles, depending on how the hit boxes connect. This makes any possible follow ups largely improvised and based upon how the opponent reacts, even at higher levels of play. Down aerial's longer startup, the spike hit box being challenging to land, and not providing any realistic combo opportunities make it less useful than its counterpart. Nevertheless, it still plays an important role in Isabelle's kit, and can net her early KO's in the right situation.

Unlike Isabelle's other aerial attacks, it has virtually no use in her combos and strings. Lloid Trap can combo into her Down aerial via footstool, but is mostly an impractical novelty since the setup is very situational, difficult, and is likely never an ideal follow up. For the combo to be setup, Isabelle must be right next to the opponent and fully actionable as the trap is set off- in which case, all of her other potential follow ups are also available. When done correctly, the Down aerial hit will send the opponent into a Tech scenario. As this always gives up a clear desirable outcome, and often higher damage output, it is not worth the additional effort and risk.

Update HistoryEdit

  1.1.0

  •   Up and down aerials have less landing lag (12 frames → 9).

  8.0.0

  •   Down aerial has less startup lag (frame 14 → 11) with its total duration reduced as well (FAF 46 → 43).

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
Clean hit
0 0 0 10.0% 0   Standard 10 80 0   3.0 top 0.0 -5.5 0.5 1.0× 1.0× 0%               Punch   All All            
1 0 0 10.0% 0   Standard 30 100 0   6.5 top 0.0 -5.5 0.5 1.0× 1.0× 0%               Punch   All All            
Late hit
0 0 0 5.0% 0   Standard 30 100 0   4.5 top 0.0 -4.0 0.5 1.0× 1.0× 0%               Punch   All All            

TimingEdit

AttackEdit

Initial autocancel 1-10
Clean hit 11-12
Late hit 11-28
Ending autocancel 36-
Interruptible 43
Animation length 56
                                                                                                               
                                                                                                               

Landing lagEdit

Interruptible 10
Animation length 22
                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible