Hitbox visualization showing Samus's up aerial.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

Samus spins as she kicks upwards. Mostly used as a multi-hit air-to-air move, but due to the low knockback of the individual hits opponents will often fall out before its final, stronger hit. Will often win trades with other aerial moves, but generally has a low reward.

This move has a notable use as Samus's main method of doing an Aerial Interrupt, as the early frames of the move can be cancelled when coming back onto stage for some grounded actionable invincibility, or when short hopping under a side platform to immediately land on it with very little lag. As such, it is often utilised more for its utility in getting onto stage and for general movement than its other properties.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 3% 0   0 100 30 5.323878 14 -1.663956 1.495998 0.0             Kick
1 0 3% 0   0 100 30 6.2496 14 3.327912 0.99603 0.0             Kick
2 0 3% 0   0 130 0 4.6872 18 0.0 0.0 0.0             Kick
Hits 2-5
0 0 1% 0   0 100 30 5.323878 14 -1.663956 1.495998 0.0             Kick
1 0 1% 0   0 100 30 6.2496 14 3.327912 0.99603 0.0             Kick
2 0 1% 0   0 130 0 4.6872 18 0.0 0.0 0.0             Kick
Hit 6
0 0 4% 0   40 120 0 4.82391 14 -1.663956 1.495998 0.0             Kick
1 0 4% 0   40 120 0 5.859 14 1.995966 0.99603 0.0             Kick
2 0 4% 0   40 120 0 4.2966 18 0.0 0.0 0.0             Kick

TimingEdit

Initial autocancel 1-4
Hit 1 5-6
Hit 2 8-9
Hit 3 11-12
Hit 4 14-15
Hit 5 17-18
Hit 6 20-21
Ending autocancel 34-
Interruptible 39
Animation length 39
                                                                             
                                                                             

Landing lagEdit

Animation length 15
L-cancelled animation length 7
Normal                               
L-cancelled                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel