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Wii Fit Trainer (SSBU)/Back aerial: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:WFT Back Air.gif|thumb|400px|Hitbox visualization showing Wii Fit Trainer's back aerial.]]
[[File:WFT Back Air.gif|thumb|350px|Hitbox visualization showing Wii Fit Trainer's back aerial.]]
 
==Overview==
Wii Fit Trainer performs the Cobra pose, stretching her spine and striking behind her with both legs. Like her forward tilt, Wii Fit Trainer's back aerial is notorious for its immense strength relative to its extremely low startup time, coming out on frame 5. This is Wii Fit Trainer's fastest and strongest aerial attack, and is one of her most lethal kill options. All this in combination with its good coverage low to the ground (even when used while rising) causes back aerial to be considered her best out of shield option as well, although only usable when the opponent attacks from behind. The attack also covers a fairly large horizontal distance, making it somewhat useful as an approach tool when [[RAR]]'d. Due to the nature of the Cobra pose, back aerial can also be used effectively to either fade back with or [[cross up]] the opponent's shield, increasing its general safety. The late hit of back aerial has low knockback and a low launch angle, which can sometimes lead to [[jablock]] setups around mid percents if it connects as Wii Fit Trainer lands.
 
Despite back aerial's excellent speed and strength, it also has some major drawbacks. The first of these is the move's heavy endlag when used in the air; it is the only one of Wii Fit Trainer's aerials that cannot be [[autocancel]]ed from a short hop. This makes the move fairly committal when used without landing immediately, although this issue can be somewhat remedied by [[Deep Breathing]]'s fall speed increase. Secondly, the move's high knockback only comes from its sweetspot, which is small and only has a single active frame. This causes the move to sometimes be inconsistent and fail to take stocks in critical situations.


==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
!colspan=3|{{rollover|Stretch|If given, hitbox stretches from normal offset to this offset|y}}
{{HitboxTableTitle|Clean hit|42}}
{{HitboxTableTitle|Clean hit|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|part=0
|damage=13.5%
|damage=13.5%
|angle=47
|angle=47
|af=4
|bk=40
|bk=40
|ks=100
|ks=100
Line 17: Line 20:
|r=2.2
|r=2.2
|bn=top
|bn=top
|xpos=-2.0
|xpos=-2.0 to 2.0
|ypos=4.3
|ypos=4.3
|zpos=-11.0
|zpos=-11.0
|type=Foot
|type=Foot
|sdi=1.0
|ff=1.2
|ff=1.2
|trip=0
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
}}
}}
|2.0
|4.3
| -11.0
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|part=0
|damage=11.0%
|damage=11.0%
|angle=361
|angle=361
|af=4
|bk=20
|bk=20
|ks=102
|ks=102
Line 44: Line 42:
|zpos=-10.0
|zpos=-10.0
|type=Foot
|type=Foot
|sdi=1.0
|trip=0
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
Line 51: Line 47:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|part=0
|damage=9.0%
|damage=9.0%
|angle=361
|angle=361
|af=4
|bk=10
|bk=10
|ks=102
|ks=102
Line 63: Line 59:
|zpos=-6.0
|zpos=-6.0
|type=Foot
|type=Foot
|sdi=1.0
|trip=0
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
Line 71: Line 65:
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|part=0
|damage=6.0%
|damage=6.0%
|angle=361
|angle=361
|af=4
|bk=30
|bk=30
|ks=102
|ks=102
Line 83: Line 77:
|zpos=-10.0
|zpos=-10.0
|type=Foot
|type=Foot
|sdi=1.0
|trip=0
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=S
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{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=2
|id=2
|part=0
|damage=6.0%
|damage=6.0
|angle=361
|angle=361
|af=4
|bk=20
|bk=20
|ks=102
|ks=102
Line 102: Line 94:
|zpos=-6.0
|zpos=-6.0
|type=Foot
|type=Foot
|sdi=1.0
|trip=0
|sfx=Kick
|sfx=Kick
|slvl=S
|slvl=S
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|-
|-
!Animation length
!Animation length
|20
|19
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Interruptible|c=8}}
{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Interruptible|c=7}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}
==Trivia==
*Wii Fit Trainer's back aerial is often likened to {{SSBU|Zelda}}'s [[Lightning Kick]]s, since they all happen to share identically sized sweetspots that last a single frame, along with much larger sourspot hitboxes.


{{MvSubNavWiiFitTrainer|g=SSBU}}
{{MvSubNavWiiFitTrainer|g=SSBU}}
[[Category:Wii Fit Trainer (SSBU)]]
[[Category:Wii Fit Trainer (SSBU)]]
[[Category:Back aerials (SSBU)]]
[[Category:Back aerials (SSBU)]]

Latest revision as of 16:23, July 27, 2022

Hitbox visualization of Wii Fit Trainer's Back aerial.
Hitbox visualization showing Wii Fit Trainer's back aerial.

Overview[edit]

Wii Fit Trainer performs the Cobra pose, stretching her spine and striking behind her with both legs. Like her forward tilt, Wii Fit Trainer's back aerial is notorious for its immense strength relative to its extremely low startup time, coming out on frame 5. This is Wii Fit Trainer's fastest and strongest aerial attack, and is one of her most lethal kill options. All this in combination with its good coverage low to the ground (even when used while rising) causes back aerial to be considered her best out of shield option as well, although only usable when the opponent attacks from behind. The attack also covers a fairly large horizontal distance, making it somewhat useful as an approach tool when RAR'd. Due to the nature of the Cobra pose, back aerial can also be used effectively to either fade back with or cross up the opponent's shield, increasing its general safety. The late hit of back aerial has low knockback and a low launch angle, which can sometimes lead to jablock setups around mid percents if it connects as Wii Fit Trainer lands.

Despite back aerial's excellent speed and strength, it also has some major drawbacks. The first of these is the move's heavy endlag when used in the air; it is the only one of Wii Fit Trainer's aerials that cannot be autocanceled from a short hop. This makes the move fairly committal when used without landing immediately, although this issue can be somewhat remedied by Deep Breathing's fall speed increase. Secondly, the move's high knockback only comes from its sweetspot, which is small and only has a single active frame. This causes the move to sometimes be inconsistent and fail to take stocks in critical situations.

Hitboxes[edit]

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
Clean hit
0 0 0 13.5% 0 AngleIcon47.png Backward 40 100 0 HitboxTableIcon(False).png 2.2 top -2.0 to 2.0 4.3 -11.0 1.2× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 11.0% 0 Sakurai angle Backward 20 102 0 HitboxTableIcon(False).png 4.5 top 0.0 4.3 -10.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 9.0% 0 Sakurai angle Backward 10 102 0 HitboxTableIcon(False).png 3.8 top 0.0 4.3 -6.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Late hit
1 0 0 6.0% 0 Sakurai angle Backward 30 102 0 HitboxTableIcon(False).png 3.5 top 0.0 4.3 -10.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 6.0% 0 Sakurai angle Backward 20 102 0 HitboxTableIcon(False).png 3.0 top 0.0 4.3 -6.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Attack[edit]

Initial autocancel 1-2
Clean hit 5
Late hit 6-11
Ending autocancel 43-
Interruptible 49
Animation length 53
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).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(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(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(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

Landing lag[edit]

Interruptible 13
Animation length 19
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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Autocancel).png
Autocancel
FrameIcon(Interruptible).png
Interruptible

Trivia[edit]

  • Wii Fit Trainer's back aerial is often likened to Zelda's Lightning Kicks, since they all happen to share identically sized sweetspots that last a single frame, along with much larger sourspot hitboxes.