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Sonic (SSB4)/Up aerial: Difference between revisions

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m (→‎Overview: I need to lighten up, just because he's my second main doesn't mean that one of his moves is the best.)
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At low percentages, landing with this move and autocanceling it as soon as possible allows it to set up an [[Sonic (SSB4)/Up tilt|up tilt]], [[Sonic (SSB4)/Neutral aerial|neutral aerial]], [[Sonic (SSB4)/Back aerial|back aerial]], [[Sonic (SSB4)/Forward 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.
At low percentages, landing with this move and autocanceling it as soon as possible allows it to set up an [[Sonic (SSB4)/Up tilt|up tilt]], [[Sonic (SSB4)/Neutral aerial|neutral aerial]], [[Sonic (SSB4)/Back aerial|back aerial]], [[Sonic (SSB4)/Forward 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, poor KO ability anywhere except near the upper blast line (being unable to KO under 190% at the height of {{SSB4|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.
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 {{SSB4|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==
==Hitboxes==

Revision as of 18:31, January 26, 2017

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

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 3% 0 AngleIcon100.png 0 100 90 3.0 0 0.0 7.0 3.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
1 0 3% 0 AngleIcon100.png 0 100 90 3.0 0 0.0 7.0 -3.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
2 0 3% 0 AngleIcon118.png 0 100 120 4.0 0 0.0 7.0 7.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
3 0 3% 0 AngleIcon118.png 0 100 120 4.0 0 0.0 7.0 -7.0 1.0x 1.0x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png
Hit 2
0 0 6% 0 AngleIcon91.png 66 82 0 7.0 0 0.0 20.0 0.0 1.0x 1.2x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
1 0 6% 0 AngleIcon91.png 66 82 0 6.0 0 0.0 15.0 0.0 1.0x 1.2x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
2 0 6% 0 AngleIcon91.png 66 82 0 4.5 0 0.0 10.0 0.0 1.0x 1.2x 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png TypeIcon(Foot).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png

Timing

Attack

Initial autocancel 1-4
Hit 1 5-7
Hit 2 14-15
Ending autocancel 16-
Interruptible 40
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag

Animation length 21
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Autocancel).png
Autocancel
FrameIcon(Interruptible).png
Interruptible