Sonic (SSB4)/Up aerial: Difference between revisions
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[[File: | [[File:SonicUpAir.gif|thumb|270px|Hitbox visualization showing Sonic's up aerial.]] | ||
==Overview== | ==Overview== | ||
[[SSB4|Sonic]]'s [[up aerial]] is a scissor kick that hits twice, with the first hit dragging opponents above and towards Sonic for the second hit to connect. It has fast startup at frame 5, making it among the fastest up aerials in the game (losing only to {{SSB4|Diddy Kong}}, {{SSB4|Dr. Mario}}, {{SSB4|Mario}}, {{SSB4|Pikachu}} and {{SSB4|Sheik}}'s), and like usual moves of said type, it launches at a vertical angle (91°). Most remarkably, however, it has an extremely fast [[autocancel]] window coming out right after its hitboxes cease, making it a very low risk move useful for pressuring aerial opponents. | [[SSB4|Sonic]]'s [[up aerial]] is a scissor kick that hits twice, with the first hit dragging opponents above and towards Sonic for the second hit to connect. It has fast startup at frame 5, making it among the fastest up aerials in the game (losing only to {{SSB4|Diddy Kong}}, {{SSB4|Dr. Mario}}, {{SSB4|Mario}}, {{SSB4|Pikachu}} and {{SSB4|Sheik}}'s), and like usual moves of said type, it launches at a vertical angle (91°). Most remarkably, however, it has an extremely fast [[autocancel]] window coming out right after its hitboxes cease, making it a very low risk move useful for pressuring aerial opponents. |
Revision as of 17:42, January 15, 2018
Overview
Sonic's up aerial is a scissor kick that hits twice, with the first hit dragging opponents above and towards Sonic for the second hit to connect. It has fast startup at frame 5, making it among the fastest up aerials in the game (losing only to Diddy Kong, Dr. Mario, Mario, Pikachu and Sheik's), and like usual moves of said type, it launches at a vertical angle (91°). Most remarkably, however, it has an extremely fast autocancel window coming out right after its hitboxes cease, making it a very low risk move useful for pressuring aerial opponents.
At low percentages, landing with this move and autocanceling it as soon as possible allows it to set up an up tilt, neutral aerial, back aerial, forward aerial or another up aerial. At mid and fairly high percents is when the move is the most useful, as Spring Jump can aid in continuing combos, but most importantly, because it gives him a deadly combo in his up throw to Spring Jump to up aerial if the former is initiated on a platform, which can KO as early as below 100%, aiding significantly in Sonic's otherwise problematic KO power.
Sonic's up aerial does have some flaws, however, which lie in its fairly high landing lag (21 frames), poor KO ability anywhere except near the upper blast line (being unable to KO under 190% at the height of Battlefield's middle platforms), and the first hit's low range in relation to the move's ending lag (24 frames), making aerial followups require good timing and an accurate prediction. The former flaw is entirely offset by its ability to autocancel immediately, however, which makes the move extremely difficult to punish, and with Sonic's outstanding neutral game, his up aerial can still be consistently comboed into for deadly effects. Due to its notable advantages overall, it is a very useful part of Sonic's aerial game and has often been considered his best aerial.
Hitboxes
Timing
Attack
Initial autocancel | 1-4 |
---|---|
Hit 1 | 5-7 |
Hit 2 | 14-15 |
Ending autocancel | 16- |
Interruptible | 40 |
Landing lag
Animation length | 21 |
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Lag time |
Hitbox |
Autocancel |
Interruptible |
|