Special move: Difference between revisions

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A '''special move''' ({{ja|必殺技|Hissatsu Waza}}, ''Sure-Killing Art'') is any move performed by pressing the special button, the [[B button]] by default. In many cases, special attacks provide more damage than [[smash attack]]s, although it's unlikely to provide a KO in some situations. Unlike standard moves, special moves can have wildly different functions, although they mostly follow a pattern:
A '''special move''' ({{ja|必殺技|Hissatsu Waza}}, ''Sure-Killing Art'') is any move performed by pressing the special button, the [[B button]] by default. In many cases, special attacks provide more damage than [[smash attack]]s, although it's unlikely to provide a KO in some situations. Unlike standard moves, special moves can have wildly different functions, although they mostly follow a pattern:


*[[Neutral special]]s are usually reserved for the fighter's only [[projectile]] (eg. [[Fireball]]),  or a powerful attack with good KO power that can either be [[charging|chargeable]] ([[Charge Shot]]) or have a long startup ([[Falcon Punch]]),
*[[Neutral special]]s are usually reserved for the fighter's only [[projectile]] (eg. [[Fireball]]),  or a powerful attack with good KO power that can either be [[charging|chargeable]] ([[Charge Shot]]) or have a long startup ([[Falcon Punch]]).


*[[Side special]]s tend to be attacks that give the fighter a momentum boost in a singular direction that is usually their only horizontal recovery option that may cause [[helplessness]] ([[Quick Draw]]), while some are projectiles that can be used for deterring [[approach]]es ([[Missile]], [[PK Fire]]),
*[[Side special]]s tend to be attacks that give the fighter a momentum boost in a singular direction that is usually their only horizontal recovery option that may cause [[helplessness]] ([[Quick Draw]]), while some are projectiles that can be used for deterring [[approach]]es ([[Missile]], [[PK Fire]]).


*[[Up special]]s are essentially a fighter's main [[recovery]] move (with the exception of [[Jigglypuff]]'s [[Sing]]) that give a fair amount of upward distance, and can either be damaging or non-damaging; almost all up specials cause helplessness, and
*[[Up special]]s are essentially a fighter's main [[recovery]] move (with the exception of [[Jigglypuff]]'s [[Sing]]) that give a fair amount of upward distance, and can either be damaging or non-damaging; almost all up specials cause helplessness.


*[[Down special]]s are often the most gimmicky of a fighter's special moves and the least straightforward, with most allowing the user to position themselves or their opponents ([[Dimensional Cape]], [[F.L.U.D.D]]), generate [[item]]s ([[Vegetable]]),  [[counterattack]] and retaliate ([[Vision]]), or other forms of tactical advantages ([[Nosferatu]]).  
*[[Down special]]s are often the most gimmicky of a fighter's special moves and the least straightforward, with most allowing the user to position themselves or their opponents ([[Dimensional Cape]], [[F.L.U.D.D]]), generate [[item]]s ([[Vegetable]]),  [[counterattack]] and retaliate ([[Vision]]), or other forms of tactical advantages ([[Nosferatu]]).  
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