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Rosalina & Luma (SSBU)/Forward aerial

Hitbox visualization showing Rosalina's forward aerial.
Hitbox visualization showing Luma's forward aerial.
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OverviewEdit

Update HistoryEdit

  2.0.0

  •   Rosalina can grab ledges faster after using forward aerial.

  3.1.0

  •   Forward aerial's hits connect more reliably.
  •   Forward aerial has less ending lag (FAF 60 → 55).
  •   Rosalina can grab ledges faster after using forward aerial (84 frames → 79).

  10.1.0

  •   Forward aerial has received various adjustments that allow the move to connect more reliably:
    •   The first hit has been split into ground-only and aerial-only hitboxes, with the aerial-only hitbox having less base knockback (90 → 50).
    •   Two of the looping hits' hitboxes (ID 2 and 3) have altered displacements (Y-offset: -3.8—-6.2 → -5.8—-6.2), extend further during the last two frames (X-offset: 1.7—8 → 1.7—10), and now send at an autolink angle throughout their entirety (115° (frames 11-18)/36 (frames 19-20) → 366° (frames 11-20)).
    •   Three of the looping hits' hitboxes (ID 2, 3 and 4) have less base knockback (36/36/72 → 20/20/60).
    •   One of the looping hits' hitboxes is smaller (ID 1: 4.0u → 3.5u). While this technically reduces the move's range close to Rosalina, it allows the hitboxes with the autolink angles to connect more consistently.
    •   The final hit is larger (8.0u → 9.0u).

HitboxesEdit

RosalinaEdit

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
Multihits (early)
0 0 3 1.0% 0   Forward 90 10 0   5.5 footl 1.0 -1.0 0.0 0.7× 0.5× 0%               Magic   All All            
1 0 3 1.0% 0   Forward 50 10 0   5.5 footl 1.0 -1.0 0.0 0.7× 0.5× 0%               Magic   All All            
Multihits (mid)
1 0 3 1.0% 0   Forward 60 10 0   3.5 footl -2.5 0.5 0.0 0.7× 0.5× 0%               Magic   All All            
2 0 3 1.0% 0   Forward 20 10 0   1.5 footl 1.7 to 8.0 -5.8 to -6.2 -2.0 0.7× 0.5× 0%               Magic   All All            
3 0 3 1.0% 0   Forward 20 10 0   1.5 footl 1.7 to 8.0 -5.8 to -6.2 2.0 0.7× 0.5× 0%               Magic   All All            
4 0 3 1.0% 0   Forward 60 10 0   5.8 footl 6.0 -1.0 0.0 0.7× 0.5× 0%               Magic   All All            
5 0 3 1.0% 0   Forward 90 10 0   4.5 footl 3.0 6.5 0.0 0.7× 0.5× 0%               Magic   All All            
Multihits (late)
1 0 3 1.0% 0   Forward 60 10 0   3.5 footl -2.5 0.5 0.0 0.7× 0.5× 0%               Magic   All All            
2 0 3 1.0% 0   Forward 20 10 0   1.5 footl 1.7 to 10.0 -5.8 to -6.2 -2.0 0.7× 0.5× 0%               Magic   All All            
3 0 3 1.0% 0   Forward 20 10 0   1.5 footl 1.7 to 10.0 -5.8 to -6.2 2.0 0.7× 0.5× 0%               Magic   All All            
4 0 3 1.0% 0   Forward 72 10 0   5.8 footl 6.0 -1.0 0.0 0.7× 0.5× 0%               Magic   All All            
5 0 3 1.0% 0   Forward 90 10 0   4.5 footl 3.0 6.5 0.0 0.7× 0.5× 0%               Magic   All All            
Final hit
0 0 0 4.0% 0   Forward 50 132 0   9.0 footl 6.0 1.0 0.0 1.5× 1.0× 0%               Magic   All All            

LumaEdit

If Luma has been separated via Luma Shot, the hitboxes have their damage multiplied by 1.5×, which is ignored for knockback calculation.

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
Early hit
0 0 0 3.0% 0   Forward 85 25 0   4.0 hip 5.0 0.0 0.0 0.5× 1.0× 0%               Kick   All All            
1 0 0 3.0% 0   Forward 75 20 0   4.0 hip 5.0 0.0 0.0 0.5× 1.0× 0%               Kick   All All            
Late hit
0 0 0 3.0% 0   Forward 85 25 0   4.0 hip 5.0 0.0 0.0 0.5× 1.0× 0%               Kick   All All            
1 0 0 3.0% 0   Forward 75 20 0   4.0 hip 5.0 0.0 0.0 0.5× 1.0× 0%               Kick   All All            

TimingEdit

RosalinaEdit

The move enables ledge grabs from both sides starting on frame 79.

Initial autocancel 1-3
Multihits (early, mid, late) 10, 11-18, 19-20 (rehit rate: 3)
Final hit 22-23
Ending autocancel 50-
Interruptible 55
Animation length 83
                                                                                                                                                                     
                                                                                                                                                                     

LumaEdit

Early hit 11-12
Late hit 13
Interruptible 55
Animation length 71
                                                                                                                                             

Landing lagEdit

Interruptible 17
Animation length 25
                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible