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Upperdash Arm: Difference between revisions

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(Merging Electroshock Arm.)
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If used in the air, the move has a massively laggy ending animation regardless of whether Pit hits anything (however, more endlag is experienced if Pit misses in the air, enough to make him [[self destruct|SD]]), making the move simple to punish if Pit misses. The move itself does not have much landing lag, however. Connecting with it in midair also gives Pit an upward boost that can have its momentum controlled much like a normal jump, and can be performed right afterward once more after the recovery. The ending lag can lead to possible self-destructs if used unwisely, although the move can sweetspot ledges if used as a recovery. Using the move on the ground will cause him to stop at the very edge of whatever platform he's on, similar to [[Fox Illusion]]. Despite the massive aerial ending lag, Pit is not put into a helpless state afterwards. The aerial version is weaker than the grounded version, doing 9% and unable to KO until 170%.
If used in the air, the move has a massively laggy ending animation regardless of whether Pit hits anything (however, more endlag is experienced if Pit misses in the air, enough to make him [[self destruct|SD]]), making the move simple to punish if Pit misses. The move itself does not have much landing lag, however. Connecting with it in midair also gives Pit an upward boost that can have its momentum controlled much like a normal jump, and can be performed right afterward once more after the recovery. The ending lag can lead to possible self-destructs if used unwisely, although the move can sweetspot ledges if used as a recovery. Using the move on the ground will cause him to stop at the very edge of whatever platform he's on, similar to [[Fox Illusion]]. Despite the massive aerial ending lag, Pit is not put into a helpless state afterwards. The aerial version is weaker than the grounded version, doing 9% and unable to KO until 170%.


{{SSB4|Dark Pit}} has a variant of this move, where he uses the [[Electroshock Arm]] instead. Compared to Dark Pit's Electroshock Arm, Upperdash Arm does not do electrical damage and sends opponents flying vertically. Upperdash Arm generally KOs faster due to the direction of its knockback (unless the opponent is near the edge, in which Electroshock Arm will KO earlier), though all animations and frame data are the same for both moves.
==Electroshock Arm==
[[File:SSB4 - Dark Pit Screen-2.jpg|thumb|right|Electroshock Arm in {{forwiiu}}.]]
[[Dark Pit]]'s side special move is Electroshock Arm, a variant of Upperdash Arm with an [[electric]] effect. It is also slightly stronger, dealing 12% on the ground, and 9.5% in the air, and launches opponents at a 43° angle instead of straight up. Dark Pit occasionally blurts "Electroshock!" if the move connects. Although it will tend to KO later than Upperdash Arm from center stage, 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.
{{clrr}}


==Trophy information==
==Trophy information==
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Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
{{CustomSet|Pit|Side|name1=Upperdash Arm|desc1=Dash forward and uppercut opponents. Can reflect projectiles.|name2=Interception Arm|desc2=Acts as a counter, allowing you to uppercut enemies if they try to hit you. No dash.|name3=Quickdash Arm|desc3=A faster, longer dash that continues after the uppercut, making it hard to control.}}
{{CustomSet|Pit|Side|name1=Upperdash Arm|desc1=Dash forward and uppercut opponents. Can reflect projectiles.|name2=Interception Arm|desc2=Acts as a counter, allowing you to uppercut enemies if they try to hit you. No dash.|name3=Quickdash Arm|desc3=A faster, longer dash that continues after the uppercut, making it hard to control.}}
#'''Upperdash Arm''': Default.
 
#'''Interception Arm''': A [[counterattack]] that allows Pit to uppercut enemies if they try to hit him. It will not let him dash.
{{CustomSet|DarkPit|Side|name1=Electroshock Arm|desc1=A steadfast forward charge with a weapon that launches foes diagonally upward.|name2=Electrocut Arm|desc2=Ready your weapon, and strike if an enemy comes in range. You won't flinch while readied.|name3=Quickshock Arm|desc3=Charge forward with such speed, you won't stop even after delivering an uppercut.}}
#'''Quickdash Arm''': A faster, longer dash that continues after the uppercut, making it hard to control.
#'''Upperdash Arm / Electroshock Arm''': Default.
#'''Interception Arm / Electrocut Arm''': A [[counterattack]] that allows the user to uppercut enemies if they try to hit him. It will not let him dash.
#'''Quickdash Arm / Quickshock Arm''': A faster, longer dash that continues after the uppercut, making it hard to control.
<gallery>
<gallery>
QuickdashArmWiiU.jpg|Quickdash Arm in {{forwiiu}}
QuickdashArmWiiU.jpg|Quickdash Arm in {{forwiiu}}
Interception Arm SSB4.jpg|Interception Arm in {{for3ds}}
Interception Arm SSB4.jpg|Interception Arm in {{for3ds}}
SSB4 Electroshock Uppercut 1.jpg|Electrocut Arm in {{for3ds}}.
SSB4 Electroshock Uppercut 2.jpg|Electocut Arm if it hits.
SSB4 Electroshock Dash 1.jpg|Quickshock Arm in {{for3ds}}.
SSB4 Electroshock Dash 2.jpg|Quickshock Arm if it hits.
</gallery>
</gallery>


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[[File:UpperdashArmOrigin.png|thumb|The Upperdash Arm as it appears in ''Uprising''.]]
[[File:UpperdashArmOrigin.png|thumb|The Upperdash Arm as it appears in ''Uprising''.]]
Arms are one of the weapon classes in ''Uprising''. Weapons in this class boast power in both melee and ranged combat, but are short-ranged and have a slow attack speed (in addition to considerably slowing Pit's running speed); this is referenced by Pit's move in ''Smash 4'', having good knockback but suffering punishable ending lag. The Upperdash Arm has weak normal attacks but strong melee dash attacks. The back-dash charged shot from this weapon is capable of sending foes airborne. Meanwhile, the Electroshock Arm inflicts paralysis, and has expanding charged shots.
Arms are one of the weapon classes in ''Uprising''. Weapons in this class boast power in both melee and ranged combat, but are short-ranged and have a slow attack speed (in addition to considerably slowing Pit's running speed); this is referenced by Pit's move in ''Smash 4'', having good knockback but suffering punishable ending lag. The Upperdash Arm has weak normal attacks but strong melee dash attacks. The back-dash charged shot from this weapon is capable of sending foes airborne. Meanwhile, the Electroshock Arm inflicts paralysis, and has expanding charged shots.
==Gallery==
<gallery>
ElectroshockArmOrigin.png|The Electroshock Arm as it appears in ''Uprising''.
SSB4 Electroshock Arm.jpg|Electroshock Arm being used in {{for3ds}}.
</gallery>


{{Special Moves|char=Pit}}
{{Special Moves|char=Pit}}

Revision as of 05:19, April 7, 2016

Upperdash Arm
SSB4 Upperdash Arm.jpg
Pit using his Upperdash Arm
User Pit
Universe Kid Icarus
Article on Icaruspedia Upperdash Arm
Dash forward and uppercut opponents.
Smash for 3DS's foldout

The Upperdash Arm (豪腕ダッシュアッパー, Strong/Stout-Arm Dash Upper) is a weapon from Kid Icarus Uprising, acting as Pit's new side special move in Super Smash Bros. 4.

Overview

Pit dashing with the Upperdash Arm.

The move involves Pit dashing forward, and then uppercutting any opponent he comes across with the Upperdash Arm, similarly to Raptor Boost, although slower and traveling a shorter distance. The move has armor during the uppercut, allowing Pit to plow through weak attacks to land a hit, and can also deflect projectiles while the move is active, though it will cut short Pit's dash as he will swing his Arm prematurely. The move does 11% with mainly vertical knockback, and can KO at 150%. Because of its armor and ability to deflect projectiles, this move is incredibly difficult to counter with attacks alone, requiring an opponent to either dodge or shield.

If used in the air, the move has a massively laggy ending animation regardless of whether Pit hits anything (however, more endlag is experienced if Pit misses in the air, enough to make him SD), making the move simple to punish if Pit misses. The move itself does not have much landing lag, however. Connecting with it in midair also gives Pit an upward boost that can have its momentum controlled much like a normal jump, and can be performed right afterward once more after the recovery. The ending lag can lead to possible self-destructs if used unwisely, although the move can sweetspot ledges if used as a recovery. Using the move on the ground will cause him to stop at the very edge of whatever platform he's on, similar to Fox Illusion. Despite the massive aerial ending lag, Pit is not put into a helpless state afterwards. The aerial version is weaker than the grounded version, doing 9% and unable to KO until 170%.

Electroshock Arm

Electroshock Arm in Super Smash Bros. for Wii U.

Dark Pit's side special move is Electroshock Arm, a variant of Upperdash Arm with an electric effect. It is also slightly stronger, dealing 12% on the ground, and 9.5% in the air, and launches opponents at a 43° angle instead of straight up. Dark Pit occasionally blurts "Electroshock!" if the move connects. Although it will tend to KO later than Upperdash Arm from center stage, 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.

Trophy information

Upperdash Arm
North America Arms are a family of weapons that attach to the user's arm and fire projectiles. This one is outfitted with a disc-shaped device that fires ring shots. As the name implies, its real specialty lies in its powerful melee dash attack. Remember to take it off before a meal, though.
Europe Arms are weapons that attach to your arm and fire projectiles. This one has a disc-shaped device that fires ring shots. As the name implies, its speciality is a powerful melee dash attack. To avoid causing unwanted mess, we recommend removing the Upperdash Arm before eating.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Upperdash Arm 2. Interception Arm 3. Quickdash Arm
PitSide1-SSB4.png
PitSide2-SSB4.png
PitSide3-SSB4.png
"Dash forward and uppercut opponents. Can reflect projectiles." "Acts as a counter, allowing you to uppercut enemies if they try to hit you. No dash." "A faster, longer dash that continues after the uppercut, making it hard to control."
1. Electroshock Arm 2. Electrocut Arm 3. Quickshock Arm
DarkPitSide1-SSB4.png
DarkPitSide2-SSB4.png
DarkPitSide3-SSB4.png
"A steadfast forward charge with a weapon that launches foes diagonally upward." "Ready your weapon, and strike if an enemy comes in range. You won't flinch while readied." "Charge forward with such speed, you won't stop even after delivering an uppercut."
  1. Upperdash Arm / Electroshock Arm: Default.
  2. Interception Arm / Electrocut Arm: A counterattack that allows the user to uppercut enemies if they try to hit him. It will not let him dash.
  3. Quickdash Arm / Quickshock Arm: A faster, longer dash that continues after the uppercut, making it hard to control.

Origin

The Upperdash Arm as it appears in Uprising.

Arms are one of the weapon classes in Uprising. Weapons in this class boast power in both melee and ranged combat, but are short-ranged and have a slow attack speed (in addition to considerably slowing Pit's running speed); this is referenced by Pit's move in Smash 4, having good knockback but suffering punishable ending lag. The Upperdash Arm has weak normal attacks but strong melee dash attacks. The back-dash charged shot from this weapon is capable of sending foes airborne. Meanwhile, the Electroshock Arm inflicts paralysis, and has expanding charged shots.

Gallery