SSB64 Icon.png

Ness (SSB)/Back aerial: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(Undid edit by Whuhgg: why tho)
Tag: Undo
 
(4 intermediate revisions by the same user not shown)
Line 2: Line 2:


==Overview==
==Overview==
Ness does a quick split kick with his feet in front of him in the air, doing 16% (12/13 percent for "weak" hit) for remarkably high knockback with high shield stun but with a smaller hitbox than most of his other aerials. This move is Ness's most powerful aerial, in terms of knockback (outside of Up Aerial in the Japanese version.) Unlike most of Ness's [[aerial]]s, this move is not as strong for [[juggling]] purposes, due to it's higher knockback and slightly greater ending lag. It is possible to combine this move with the [[double jump cancel]] technique, though this is more used for pressure, KO potential, and grab setups than combo setups. The most common use of this technique is out of a {{mvsub|Ness|SSB|up tilt}} or {{mvsub|Ness|SSB|up aerial}} for KO knockback. The [[sour spot]] hit of his back aerial, being at the absolute edge of his feet, has low combo and knockback potential due to it's awkward hitbox/angle so it is uncommonly used on purpose outside of a weak b-air to {{mvsub|Ness|SSB|down aerial}} [[spike]] at mid percents. The weak hit also has low shield stun, making [[shield break]]s uncommon.
Ness does a quick split kick with his feet in front of him in the air, dealing 16% (10% for the late hit) for high horizontal knockback and high shield stun but with a smaller hitbox than most of his other aerials. Interestingly, the move is extremely similar to {{mvsub|Mario|SSB|back aerial|alt=Mario}} and {{mvsub|Luigi|SSB|back aerial|alt=Luigi}}'s back aerials, having the same speed, power and even hitboxes as their back aerials. Unlike most of Ness' [[aerial]]s, this move is not as strong for [[juggling]] purposes, due to its horizontal knockback. It is possible to combine this move with the [[double jump cancel]] technique, though this is more used for pressure, KO potential, and grab setups than combo setups. Because of this, the move's main uses are to get the opponent off stage for an edgeguard and to score a KO. The most common use of this technique is out of a {{mvsub|Ness|SSB|up tilt}} or {{mvsub|Ness|SSB|up aerial}} for a KO. The late hit of his back aerial, has low combo and knockback potential due to its awkward and short lasting hitbox so it is uncommonly used on purpose outside of a weak back aerial to {{mvsub|Ness|SSB|down aerial}} [[spike]] at mid percents. The weak hit also has lower shield stun due to its lower damage, making it unable to reliably lead into [[shield break]]s. Even when the late hit could be useful, Ness is better off using the late hit of his {{mvsub|Ness|SSB|neutral aerial}} as it lasts for much longer and it is overall easier to land.


This move, along with Ness's other moves used for DJCing, has short range, so the technique has since lost recognition and known effectiveness.
This move, along with Ness's other moves used for DJCing, has short range, so the technique has since lost recognition and known effectiveness.


Even though it is Ness's slowest aerials, it still has [[shield break]] potential due to it's incredible shield stun. However, unlike his other aerials, this only occurs if done right next to an opponent (to prevent the sour-spot) and it cannot be used alone (as in other aerials must be used after the initial b-air) due to it's range being sub-par and due to it's ending lag being noticeably higher than Ness's other aerials (along with the previously mentioned low shield stun.) This makes it the less commonly used aerial for Ness mains along with neutral air outside of high percents. This is also since his weak hitbox is considered to be borderline useless and is quite easy to hit with as Ness concentrates on spacing.
Even though it is Ness's slowest aerial, it still has [[shield break]] potential due to it's incredible shield stun. The clean hit is +25 on shield when [[L-cancel|Z-cancelled]], making it his safest aerial on shield outside of his up aerial in the Japanese version. However, unlike his other aerials, this only occurs if the clean hit is landed and it cannot be used alone (as in other aerials must be used after the initial back aerial) due to its range being sub-par, and its slow startup lag. This makes the move less commonly used outside of high percents.  


{{technical data}}
Overall, back aerial is a decent move although it is nothing spectacular compared to other back aerials or Ness' other aerials. Back aerial serves its purpose as a solid KO move although in most situations, Ness is better off using his up or down aerials.
 
==Hitboxes==
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Clean hit|19}}
{{SSB64HitboxTableRow
|id=0
|damage=16%
|sd=0
|angle=361
|bk=10
|ks=100
|fkv=0
|r=120
|bn=26
|xpos=-30
|ypos=45
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|damage=16%
|sd=0
|angle=361
|bk=10
|ks=100
|fkv=0
|r=145
|bn=26
|xpos=80
|ypos=30
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{HitboxTableTitle|Late hit|19}}
{{SSB64HitboxTableRow
|id=0
|damage=10%
|sd=0
|angle=361
|bk=0
|ks=100
|fkv=0
|r=110
|bn=26
|xpos=-30
|ypos=45
|effect=Normal
|slvl=M
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|damage=10%
|sd=0
|angle=361
|bk=0
|ks=100
|fkv=0
|r=135
|bn=26
|xpos=80
|ypos=30
|effect=Normal
|slvl=M
|sfx=Kick
}}
|}
 
==Timing==
{|class="wikitable"
!Initial autocancel
|1-9
|-
!Clean hit
|10-13
|-
!Late hit
|14-19
|-
!Ending autocancel
|20-
|-
!Animation length
|39
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=6|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=20}}
|-
{{FrameStrip|t=Autocancel|c=9}}{{FrameStrip|t=Blank|c=10}}{{FrameStrip|t=Autocancel|c=20}}
{{FrameStripEnd}}
 
===Landing lag===
{|class="wikitable"
|-
!Animation length
|15
|-
!L-cancelled animation length
|4
|}
 
{{FrameStripStart}}
|'''Normal''' {{FrameStrip|t=Lag|c=15}}
|-
|'''L-cancelled''' {{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Blank|c=11}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y}}


{{MvSubNavNess|g=SSB}}
{{MvSubNavNess|g=SSB}}

Latest revision as of 12:55, May 20, 2020

Overview[edit]

Ness does a quick split kick with his feet in front of him in the air, dealing 16% (10% for the late hit) for high horizontal knockback and high shield stun but with a smaller hitbox than most of his other aerials. Interestingly, the move is extremely similar to Mario and Luigi's back aerials, having the same speed, power and even hitboxes as their back aerials. Unlike most of Ness' aerials, this move is not as strong for juggling purposes, due to its horizontal knockback. It is possible to combine this move with the double jump cancel technique, though this is more used for pressure, KO potential, and grab setups than combo setups. Because of this, the move's main uses are to get the opponent off stage for an edgeguard and to score a KO. The most common use of this technique is out of a up tilt or up aerial for a KO. The late hit of his back aerial, has low combo and knockback potential due to its awkward and short lasting hitbox so it is uncommonly used on purpose outside of a weak back aerial to down aerial spike at mid percents. The weak hit also has lower shield stun due to its lower damage, making it unable to reliably lead into shield breaks. Even when the late hit could be useful, Ness is better off using the late hit of his neutral aerial as it lasts for much longer and it is overall easier to land.

This move, along with Ness's other moves used for DJCing, has short range, so the technique has since lost recognition and known effectiveness.

Even though it is Ness's slowest aerial, it still has shield break potential due to it's incredible shield stun. The clean hit is +25 on shield when Z-cancelled, making it his safest aerial on shield outside of his up aerial in the Japanese version. However, unlike his other aerials, this only occurs if the clean hit is landed and it cannot be used alone (as in other aerials must be used after the initial back aerial) due to its range being sub-par, and its slow startup lag. This makes the move less commonly used outside of high percents.

Overall, back aerial is a decent move although it is nothing spectacular compared to other back aerials or Ness' other aerials. Back aerial serves its purpose as a solid KO move although in most situations, Ness is better off using his up or down aerials.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Clean hit
0 0 16% 0 Sakurai angle 10 100 0 120 26 -30 45 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 16% 0 Sakurai angle 10 100 0 145 26 80 30 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Late hit
0 0 10% 0 Sakurai angle 0 100 0 110 26 -30 45 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 10% 0 Sakurai angle 0 100 0 135 26 80 30 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Timing[edit]

Initial autocancel 1-9
Clean hit 10-13
Late hit 14-19
Ending autocancel 20-
Animation length 39
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(Hitbox).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(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(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(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 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[edit]

Animation length 15
L-cancelled animation length 4
Normal  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
L-cancelled  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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
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