Editing Electroshock Arm

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The move has a proximity detection hitbox out on frame 16-35 on the ground, or 19-35 in the air, just like Upperdash Arm. Dark Pit suffers from great ending lag should a player use the move in midair as well (though just like Upperdash Arm, it does not put him into a helpless state like so).
The move has a proximity detection hitbox out on frame 16-35 on the ground, or 19-35 in the air, just like Upperdash Arm. Dark Pit suffers from great ending lag should a player use the move in midair as well (though just like Upperdash Arm, it does not put him into a helpless state like so).


Although generally KOing later than Upperdash Arm due to its mainly diagonal knockback, the move can KO opponents much earlier near the sides of the stage as it sends opponents towards the side blast lines, starting at 50%. The move is hence best used against opponents who tend to stray near the edge a lot, and it can be worth the risk using the move offstage as an [[edgeguard]] to guarantee an early kill.
Although generally KOing later than Upperdash Arm due to its mainly diagonal knockback, the move can KO opponents much earlier near the sides of the stage as it sends opponents towards the side blast lines, starting at 140%. The move is hence best used against opponents who tend to stray near the edge a lot, and it can be worth the risk using the move offstage as an [[edgeguard]] to guarantee an early kill.


==Instructional quotes==
==Instructional quotes==

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