Super Smash Bros. Ultimate

Zelda (SSBU)/Back aerial: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:ZeldaBAirSSBU.gif|thumb|500px|Hitbox visualization showing Zelda's back aerial.]]
[[File:ZeldaBAirSSBU.gif|thumb|350px|Hitbox visualization showing Zelda's back aerial.]]
{{competitive expertise}}
==Overview==
==Overview==
Zelda's second [[Lightning Kick]]. Functionally identical to [[Zelda_(SSBU)/Forward_aerial|forward aerial]], but in a backward direction and with a slightly stronger sweetspot, at the cost of marginally more landing lag, a longer animation and a later auto-cancel. It KOs about 5% earlier, so usage of [[RAR]] and [[slingshot|slingshots]] can make the difference between a stock being taken. One should also be mindful of staleness between the two kicks throughout the duration of a game to optimize KOs. When sweetspotted, it is the strongest aerial in the game.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{HitboxTableTitle|Sweetspot|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=20.0%
|damage=20.0%
|angle=361
|angle=361
|af=4
|bk=30
|bk=30
|ks=96
|ks=96
Line 17: Line 18:
|xpos=-1.0 to 1.0
|xpos=-1.0 to 1.0
|ypos=4.4
|ypos=4.4
|zpos=-11.0
|zpos=-11.1
|ff=1.5
|ff=1.5
|sdi=0.0
|type=Magic
|type=Magic
|effect=Magic
|effect=Magic
Line 26: Line 28:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Sourspots|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=1
|id=1
|damage=4.0%
|damage=4.0%
|angle=361
|angle=361
|af=4
|bk=5
|bk=5
|ks=80
|ks=80
|fkv=0
|fkv=0
|r=4.0
|r=4.0
|bn=kneel
|bn=kneer
|xpos=0.0
|xpos=0.0
|ypos=0.0
|ypos=0.0
Line 48: Line 52:
|damage=4.0%
|damage=4.0%
|angle=361
|angle=361
|af=4
|bk=5
|bk=5
|ks=80
|ks=80
Line 66: Line 71:
|damage=4.0%
|damage=4.0%
|angle=361
|angle=361
|af=4
|bk=5
|bk=5
|ks=80
|ks=96
|fkv=0
|fkv=0
|r=5.0
|r=5.0
|bn=toel
|bn=toer
|xpos=0.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|effect=Normal
|sfx=Punch
|slvl=S
}}
{{HitboxTableTitle|Late hit|24}}
{{UltimateHitboxTableRow
|id=1
|damage=4.0%
|angle=361
|bk=5
|ks=80
|fkv=0
|r=4.0
|bn=kneel
|xpos=0.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|effect=Normal
|sfx=Punch
|slvl=S
}}
{{UltimateHitboxTableRow
|id=2
|damage=4.0%
|angle=361
|bk=5
|ks=80
|fkv=0
|r=4.5
|bn=hip
|xpos=0.0
|ypos=0.0
|zpos=0.0
|ff=1.0
|type=Foot
|effect=Normal
|sfx=Punch
|slvl=S
}}
{{UltimateHitboxTableRow
|id=3
|damage=4.0%
|angle=361
|bk=5
|ks=80
|fkv=0
|r=5.0
|bn=toel
|xpos=0.0
|xpos=0.0
|ypos=0.0
|ypos=0.0
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|1-2
|1-2
|-
|-
!Clean hit
!Sweetspot
|6
|6
|-
|-
!Late hit
!Sourspots
|7-10
|6-10
|-
|-
!Ending autocancel
!Ending autocancel
|43-
|45-
|-
|-
!Interruptible
!Interruptible
Line 161: Line 112:
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=39}}{{FrameStrip|t=Interruptible|c=13}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=1|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=39}}{{FrameStrip|t=Interruptible|c=13}}
|-
|-
{{FrameStrip|t=Autocancel|c=2}}{{FrameStrip|t=Blank|c=40}}{{FrameStrip|t=Autocancel|c=20}}
{{FrameStrip|t=Autocancel|c=2}}{{FrameStrip|t=Blank|c=42}}{{FrameStrip|t=Autocancel|c=18}}
{{FrameStripEnd}}
{{FrameStripEnd}}


===Landing lag===
===Landing lag===
{|class="wikitable"
{|class="wikitable"
!Interruptible
|17
|-
!Animation length
!Animation length
|16
|33
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=16}}
{{FrameStrip|t=Lag|c=16}}{{FrameStrip|t=Interruptible|c=17}}
{{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==
*On top of the [[Magic (effect)|magic]] effect, the sweetspot has an additional unique lightning effect on hit. This is purely aesthetic and distinct from the [[electric]] attack effect the move formerly had in Melee and Brawl.


{{MvSubNavZelda|g=SSBU}}
{{MvSubNavZelda|g=SSBU}}
[[Category:Zelda (SSBU)]]
[[Category:Zelda (SSBU)]]
[[Category:Back aerials (SSBU)]]
[[Category:Back aerials (SSBU)]]

Latest revision as of 21:18, July 25, 2024

Hitbox visualization showing Zelda's back aerial.

OverviewEdit

Zelda's second Lightning Kick. Functionally identical to forward aerial, but in a backward direction and with a slightly stronger sweetspot, at the cost of marginally more landing lag, a longer animation and a later auto-cancel. It KOs about 5% earlier, so usage of RAR and slingshots can make the difference between a stock being taken. One should also be mindful of staleness between the two kicks throughout the duration of a game to optimize KOs. When sweetspotted, it is the strongest aerial in the game.

HitboxesEdit

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
Sweetspot
0 0 0 20.0% 0   Backward 30 96 0   2.2 top -1.0 to 1.0 4.4 -11.1 1.5× 0.0× 0%               Magic   All All            
Sourspots
1 0 0 4.0% 0   Backward 5 80 0   4.0 kneer 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
2 0 0 4.0% 0   Backward 5 80 0   4.5 hip 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            
3 0 0 4.0% 0   Backward 5 96 0   5.0 toer 0.0 0.0 0.0 1.0× 1.0× 0%               Punch   All All            

TimingEdit

AttackEdit

Initial autocancel 1-2
Sweetspot 6
Sourspots 6-10
Ending autocancel 45-
Interruptible 50
Animation length 62
                                                                                                                           
                                                                                                                           

Landing lagEdit

Interruptible 17
Animation length 33
                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible

TriviaEdit

  • On top of the magic effect, the sweetspot has an additional unique lightning effect on hit. This is purely aesthetic and distinct from the electric attack effect the move formerly had in Melee and Brawl.