Hitbox visualization showing Samus's up aerial.
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OverviewEdit

Samus drills above her with her right leg, hitting multiple times. She then thrusts upwards to launch her opponents.

HitboxesEdit

For hit 1 and the multihits, only the ID 0 hitbox has a hitstun modifier specified in the scripts, but it applies to all their hitboxes due to a glitch.

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 Hitstun
Hit 1
0 0 0 3.0% 0   Forward 0 100 90   6.5 kneer -1.0 1.0 2.0 1.0× 1.0× 0%               Kick   All All             -10 frames
1 0 0 3.0% 0   Forward 0 100 25   5.5 toer 1.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Multihits
0 0 3 1.3% 0   Forward 0 100 90   6.5 kneer -1.0 1.0 2.0 1.0× 1.0× 0%               Kick   All All             -10 frames
1 0 3 1.3% 0   Forward 0 100 25   5.5 toer 1.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Final hit
0 0 0 4.0% 0   Forward 40 160 0   6.5 kneer -1.0 1.0 2.0 1.8× 1.0× 0%               Kick   All All            
1 0 0 4.0% 0   Forward 40 160 0   5.5 toer 1.0 0.0 0.0 1.8× 1.0× 0%               Kick   All All            

TimingEdit

AttackEdit

Initial autocancel 1-2
Hit 1 5
Multihits 7-14 (rehit rate: 3)
Final hit 16-17
Ending autocancel 34-
Interruptible 40
Animation length 53
                                                                                                         
                                                                                                         

Landing lagEdit

Interruptible 19
Animation length 40
                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel
 
Interruptible

TriviaEdit

  • The ID 1 hitbox for the first hit and multihits is coded as an extended hitbox despite not actually being extended. This prevents it from interpolating.