Sonic (SSB4)/Up aerial: Difference between revisions
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[[SSB4|Sonic]]'s [[up aerial]] is a scissor kick that can hit twice. It has very quick startup, coming out on frame 5, making it one of the fastest up aerials in the game. Most remarkably, the move launches at an almost completely vertical angle (91°), moderate ending lag (25 frames) with very large [[autocancel]]ing windows (autocanceling before the first hit and after the last hitbox deceases), which combined with Sonic's fairly high [[jump]]s and [[Spring Jump]] make it an extremely powerful combo move. | [[SSB4|Sonic]]'s [[up aerial]] is a scissor kick that can hit twice. It has very quick startup, coming out on frame 5, making it one of the fastest up aerials in the game. Most remarkably, the move launches at an almost completely vertical angle (91°), moderate ending lag (25 frames) with very large [[autocancel]]ing windows (autocanceling before the first hit and after the last hitbox deceases), which combined with Sonic's fairly high [[jump]]s and [[Spring Jump]] make it an extremely powerful combo move. | ||
At low percentages, landing with this move with an early autocaneling frame allows it to set up into his [[Sonic (SSB4)/Up tilt|up tilt]], [[Sonic (SSB4)/Neutral aerial|neutral aerial]], [[Sonic (SSB4)/Back aerial|back aerial]], [[Sonic (SSB4)/Forward aerial|forard aerial]] or another up aerial. The move at mid and fairly high percents is when the move is even more useful, as Spring Jump can aid in continuing combos. His most deadly combo, especially on platforms, is up throw to Spring Jump to up aerial, which can potentially K.O. The move isn't lacking in K.O. power either, as it's almost completely vertical knockback makes [[DI]]ing not very effective, making it especially deadly near the upper blast line. | At low percentages, landing with this move with an early autocaneling frame allows it to set up into his [[Sonic (SSB4)/Up tilt|up tilt]], [[Sonic (SSB4)/Neutral aerial|neutral aerial]], [[Sonic (SSB4)/Back aerial|back aerial]], [[Sonic (SSB4)/Forward aerial|forard aerial]] or another up aerial. The move at mid and fairly high percents is when the move is even more useful, as Spring Jump can aid in continuing combos. His most deadly combo, especially on platforms, is up throw to Spring Jump to up aerial, which can potentially K.O. The move isn't lacking in K.O. power either, as it's almost completely vertical knockback makes [[DI]]ing not very effective, making it especially deadly near the upper blast line and in certain instances, KO under 100%. | ||
The aerial's only real flaws are it's fairly high landing lag and the first hit's low range, making most follow-ups require good timing and an accurate prediction. But with Sonic's very powerful [[neutral game]], they can easily be alleviated, as it has very favorable autocanceling windows and the first hit can still combo on grounded opponents due to it's high base knockback. Due to it's advantages greatly outshining it's flaws, it is Sonic's most versatile aerial and one of the reasons for Sonic's top tier placement in the current ''SSB4'' [[tier list]]. | The aerial's only real flaws are it's fairly high landing lag and the first hit's low range, making most follow-ups require good timing and an accurate prediction. But with Sonic's very powerful [[neutral game]], they can easily be alleviated, as it has very favorable autocanceling windows and the first hit can still combo on grounded opponents due to it's high base knockback. Due to it's advantages greatly outshining it's flaws, it is Sonic's most versatile aerial and one of the reasons for Sonic's top tier placement in the current ''SSB4'' [[tier list]]. |
Revision as of 17:39, January 26, 2017
Overview
Sonic's up aerial is a scissor kick that can hit twice. It has very quick startup, coming out on frame 5, making it one of the fastest up aerials in the game. Most remarkably, the move launches at an almost completely vertical angle (91°), moderate ending lag (25 frames) with very large autocanceling windows (autocanceling before the first hit and after the last hitbox deceases), which combined with Sonic's fairly high jumps and Spring Jump make it an extremely powerful combo move.
At low percentages, landing with this move with an early autocaneling frame allows it to set up into his up tilt, neutral aerial, back aerial, forard aerial or another up aerial. The move at mid and fairly high percents is when the move is even more useful, as Spring Jump can aid in continuing combos. His most deadly combo, especially on platforms, is up throw to Spring Jump to up aerial, which can potentially K.O. The move isn't lacking in K.O. power either, as it's almost completely vertical knockback makes DIing not very effective, making it especially deadly near the upper blast line and in certain instances, KO under 100%.
The aerial's only real flaws are it's fairly high landing lag and the first hit's low range, making most follow-ups require good timing and an accurate prediction. But with Sonic's very powerful neutral game, they can easily be alleviated, as it has very favorable autocanceling windows and the first hit can still combo on grounded opponents due to it's high base knockback. Due to it's advantages greatly outshining it's flaws, it is Sonic's most versatile aerial and one of the reasons for Sonic's top tier placement in the current SSB4 tier list.
Hitboxes
Timing
Attack
Initial autocancel | 1-4 |
---|---|
Hit 1 | 5-7 |
Hit 2 | 14-15 |
Ending autocancel | 16 |
Interruptible | 40 |
Animation length | ? |
Landing lag
Animation length | 21 |
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Lag time |
Hitbox |
Autocancel |
Interruptible |
|