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Isabelle (SSBU)/Neutral attack

Hitbox visualization for Isabelle's jab
Hitbox visualization showing Isabelle's jab.

OverviewEdit

Isabelle's Neutral Attack functions as a fast, non-launching tool for close-quarters combat. It can be followed up by a Down Smash at mid to high percents. This move is her quickest option for close-range encounters, often serving as one of her safest choices—even when striking an opponent's shield, as it creates space. While it does not place Isabelle in an advantageous game state, it helps her disengage from close-quarters combat, which is often desirable. It can reliably jab lock the entire cast.

Notably, it can chain into itself infinitely when the opponent is pressed against a ledge, thanks to its hit stun allowing Isabelle to walk forward briefly after each jab. However, the timing for continual execution is very precise.

Update HistoryEdit

  4.0.0

  •   Neutral attack deals less knockback (21 base/38 scaling → 14/30), has a lower SDI multiplier (1× → 0.5×) and deals more hitstun (8 frames → 14), allowing it to chain into itself more reliably and making it safer to use.

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 Hitstun
0 0 0 2.0% 0   Forward 14 30 0   2.5 top 0.0 5.5 5.0 0.8× 0.5× 0%               Toy Hammer   All All             +14 frames
1 0 0 2.0% 0   Forward 14 30 0   2.5 top 0.0 5.5 8.0 0.8× 0.5× 0%               Toy Hammer   All All             +14 frames
2 0 0 2.0% 0   Forward 14 30 0   2.5 top 0.0 5.5 11.0 0.8× 0.5× 0%               Toy Hammer   All All             +14 frames

TimingEdit

The move can loop into itself by either holding the attack button or pressing it repeatedly. Upon hitting twice with the move, any subsequent hits push Isabelle back slightly until it is interrupted.

Hitboxes 3-4
Repeat window 13-19
Interruptible 20
Animation length 39
                                                                             
                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Loop point
 
Continuable
 
Interruptible