Kirby (SSBU)/Forward aerial: Difference between revisions

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[[File:KirbyFAirSSBU.gif|thumb|500px|Hitbox visualization showing Kirby's forward aerial.]]
[[File:KirbyFAirSSBU.gif|thumb|500px|Hitbox visualization showing Kirby's forward aerial.]]
==Overview==
==Overview==
A series of three kicks in front of Kirby. It has the second slowest startup of his aerials due to it coming out on frame 10. It cannot autocancel in a short hop, but can do so in a full hop fast fall. It has good versatility: it has relatively large hitboxes, making it useful for spacing and approaching, it's good for extending combos and can combo into itself at low and mid percentages for a Wall of Pain with its low ending lag, it has minimal landing lag (8 frames), giving it some setups, and it's good for edgeguarding or racking up damage: it has highest damage output of his aerials, dealing 14% damage, and the final hit has decent knockback, allowing it to KO at high percents when used at the ledge. It's also a good out-of shield option due to these traits, especially if Kirby gets pushed too far to hit the opponent with a neutral or up aerial.
A series of three kicks in front of Kirby. It has the second slowest startup of his aerials due to it coming out on frame 10. It cannot autocancel in a short hop, but can do so in a full hop. It has good versatility: it has relatively large hitboxes, making it useful for spacing and approaching, it's good for extending combos and can combo into itself at low and mid percentages for a Wall of Pain with its low ending lag, it has minimal landing lag (8 frames), giving it some setups, and it's good for edgeguarding or racking up damage: it has highest damage output of his aerials, dealing 14% damage, and the final hit has decent knockback, allowing it to KO at high percents when used at the ledge. It's also a good out-of shield option due to these traits, especially if Kirby gets pushed too far to hit the opponent with a neutral or up aerial.


==Update History==
==Update History==
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