Samus (SSBU)/Forward aerial: Difference between revisions

(→‎Overview: wanted to add a bit more onto this, thought this was an interesting move to write about)
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[[File:SamusFAirSSBU.gif|thumb|380px|Hitbox visualization showing Samus's forward aerial.]]
[[File:SamusFAirSSBU.gif|thumb|380px|Hitbox visualization showing Samus's forward aerial.]]
{{competitive expertise}}
==Overview==
==Overview==
Samus shoots 5 fiery blasts in front of herself starting high and going lower with every blast. Has fast startup at frame 6, large disjointed hitboxes, high damage and KO potential, and an amazing auto cancelling window which when combined with her fast falling speed, makes it an outstanding anti-air option and arguably one of the safest pressuring tools in the game.
Samus shoots 5 fiery blasts in front of herself starting high and going lower with every blast. Has fast startup at frame 6, large disjointed hitboxes, high damage and KO potential, and an amazing  
interruptibility window which when combined with her fast falling speed, makes it an outstanding anti-air option and arguably one of the safest pressuring tools in the game.


Forward aerial's effectiveness largely stems from its excellent synergy with her projectiles, [[Charge Shot]] and [[Missile]], its large coverage allowing Samus to catch opponents attempting to maneuver around said projectiles via jumping. Additionally it can be comboed into via down throw at low-mid percentages, typically putting opponents into an awkward position for dealing with further pressure from projectiles. However, due to the move starting above Samus and not being able to hit targets below her until late into its long duration, it is generally ineffective at hitting grounded opponents, not garnering as much reward even if it does connect in this manner. Compounding on this is its poor safety on shield relative to Samus' other aerials (-12 for hits 1-4, -11 for final hit), although the disjointed nature of its hitboxes does allow Samus to space around shields.
Forward aerial's effectiveness largely stems from its excellent synergy with her projectiles, [[Charge Shot]] and [[Missile]], its large coverage allowing Samus to catch opponents attempting to maneuver around said projectiles via jumping. Additionally it can be comboed into via down throw at low-mid percentages, typically putting opponents into an awkward position for dealing with further pressure from projectiles. However, due to the move starting above Samus and not being able to hit targets below her until late into its long duration, it is generally ineffective at hitting grounded opponents, not garnering as much reward even if it does connect in this manner. Compounding on this is its poor safety on shield relative to Samus' other aerials (-12 for hits 1-4, -11 for final hit), although the disjointed nature of its hitboxes does allow Samus to space around shields.
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