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Piranha Plant (SSBU)/Forward aerial

Hitbox visualization for Piranha Plant's forward aerial
Hitbox visualization showing Piranha Plant's forward aerial.

OverviewEdit

Piranha Plant swings its pot forwards from below. It possesses little combo potential due to its high base knockback and landing lag, at most being able to possibly lead to a dash grab, and struggles to kill unless used offstage, however it makes for a good spacing aerial, as it has a decently sized hitbox and is somewhat safe on shield, especially when spaced. It can also be used as a way to approach from the air, as it is one of Piranha Plant's less committal aerials, and has good range, which also makes it very good as a retreating aerial as well. Forward aerial can be used a combo finisher from Ptooie or neutral aerial's final hit. It also works as a decent edgeguard tool, being less committal then back aerial, faster and longer ranged over neutral aerial while still having a decently sized hitbox to prevent opponents recovering horizontally, and can kill well offstage, however its somewhat high endlag can lead to Piranha Plant getting punished if the move misses.

Forward aerial also possesses a sourspot up close to Piranha Plant, which has higher priority over the sweetspot, making it less useful up close and further diminishing its low kill power. Up close to Piranha Plant, the move can also whiff against skinnier characters due to having a blindspot, making this move much better suited for longer ranges overall, or as an edgeguard tool. Despite this, it makes for a great ranged air-to-air move as a rising aerial, and functions as a decent out of shield option as well, tied with up aerial and grab for its fastest at frame 10. Forward aerial is also useful from a ledge drop double jump to try return to stage, as it is one of its least committal options while having the range to punish opponents aggressively ledgetrapping, although it is still slow enough to get punished fairly easily if predicted.

Update historyEdit

  8.0.0

  •   Forward aerial has less startup (frame 10 → 7), with its total duration reduced as well (FAF 48 → 45). It also autocancels earlier as a result (frame 42 → 39). This makes it more reliable as an approach tool, and especially better for out of shield punishes, as it has superior range to grabbing.

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
0 0 0 9.0% 0   Forward 50 60 0   4.5 potc 3.0 0.5 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 11.0% 0   Forward 55 60 0   6.5 potc -3.0 0.5 0.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

AttackEdit

Initial autocancel 1-2
Hitboxes 7-9
Ending autocancel 39-
Interruptible 45
Animation length 59
                                                                                                                     
                                                                                                                     

Landing lagEdit

Interruptible 14
Animation length 37
                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel
 
Interruptible

TriviaEdit

  • The move's hitboxes are coded as extended hitboxes despite not actually extending, which prevents them from interpolating.