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Kirby (SSB4)/Back aerial: Difference between revisions

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[[File:Kirby Back Aerial SSB4.JPG|300px|thumb]]
[[File:Kirby Back Aerial SSB4.JPG|300px|thumb]]
==Overview==
==Overview==
Kirby quickly crouches in midair, then does a back kick with both feet. A [[sex kick]]. The move has very low startup lag and good range, with a slightly disjointed hitbox. It is Kirby's fastest and strongest aerial, being the only one that can kill an onstage opponent. It can also be used for a [[Fence of Pain]]. The low lag and hitboxes make this one of his most reliable [[spacing]] moves. Overall, like in every game, it is a defining part and important tool in his metagame. The knockback of the move means it won't start any combos, but it is a solid finisher.
Kirby quickly crouches in midair, then does a back kick with both feet. A [[sex kick]]. The move has very low startup lag and good range, with a slightly disjointed hitbox. It is Kirby's fastest and strongest aerial, being the only one that can kill an onstage opponent. It can also be used for a [[Fence of Pain]]. The low lag and hitboxes make this one of his most reliable [[spacing]] moves. The knockback of the move means it won't start any combos, but it is a solid finisher. Overall, like in every game, it is a defining part and important tool in his metagame.
 
==Update history==
==Update history==
'''{{GameIcon|ssb4}} [[1.1.3]]'''
'''{{GameIcon|ssb4}} [[1.1.3]]'''

Revision as of 20:18, October 30, 2016

Overview

Kirby quickly crouches in midair, then does a back kick with both feet. A sex kick. The move has very low startup lag and good range, with a slightly disjointed hitbox. It is Kirby's fastest and strongest aerial, being the only one that can kill an onstage opponent. It can also be used for a Fence of Pain. The low lag and hitboxes make this one of his most reliable spacing moves. The knockback of the move means it won't start any combos, but it is a solid finisher. Overall, like in every game, it is a defining part and important tool in his metagame.

Update history

Super Smash Bros. 4 1.1.3

  • Buff Knockback scaling 102 → 104 (clean), 110 → 112 (late).

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 13% 0 Sakurai angle 20 104 0 4.0 0.0 0.0 4.5 -10.5 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
Late hit
0 0 8% 0 Sakurai angle 0 112 0 3.4 0.0 0.0 4.5 -10.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png

Timing

Data.png This article or section may require additional technical data.
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Attack

Initial autocancel 1-2
Clean hit 6-7
Late hit 8-14
Ending autocancel 32
Interruptible 41
Animation length ?
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(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(Interruptible).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag

Animation length 17
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
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Autocancel).png
Autocancel
FrameIcon(Interruptible).png
Interruptible