Upperdash Arm: Difference between revisions

Added more detail to armor and prox detection
(Added more detail to armor and prox detection)
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==Overview==
==Overview==
[[File:Upperdash Arm Dash SSB4.jpeg|200px|thumb|Pit dashing with the Upperdash Arm.]]
[[File:Upperdash Arm Dash SSB4.jpeg|200px|thumb|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 does 11% with mainly vertical knockback, with high base knockback but rather average knockback scaling, making it capable of KOing beginning from 150%. The aerial version is weaker than the grounded version, doing 9% and being unable to KO until 170%.
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 does 11% with mainly vertical knockback, with high base knockback but rather average knockback scaling, making it capable of KOing beginning from 150%. The aerial version is weaker than the grounded version, doing 9% and being unable to KO until 170%. The move uses a proximity detection hitbox to determine when to uppercut, active frames 16-35 on the ground and 19-35 in the air. This is used for opponents and projectiles.  


The move has [[armor]] during the uppercut, allowing Pit to plow through attacks to land a hit. It is also capable of deflecting [[projectile]]s while the move is active, though it will cut short Pit's dash, as he will swing his Arm prematurely. Additionally, deflected projectiles are sent upward at a 45 degree angle, and are not considered to be [[reflection|reflected]]; this renders them harmless to enemies as they are still the property of the opponent, much like how [[Confusion]] worked in ''Melee''. It also deals high [[shield damage]] to shields. Because of its armor, high shield damage, and ability to deflect projectiles, this move is risky to shield and difficult to counter with attacks alone, although its ending lag makes it easily punished.
The move has [[super armor]] during the uppercut on frames 11-26, allowing Pit to plow through attacks to land a hit. It is also capable of deflecting [[projectile]]s while the move is active, though it will cut short Pit's dash, as he will swing his Arm prematurely. Additionally, deflected projectiles are sent upward at a 45 degree angle, and are not considered to be [[reflection|reflected]]; this renders them harmless to enemies as they are still the property of the opponent, much like how [[Confusion]] worked in ''Melee''. It also deals high [[shield damage]] to shields. Because of its armor, high shield damage, and ability to deflect projectiles, this move is risky to shield and difficult to counter with attacks alone, although its ending lag makes it easily punished.


If used in the air, the move has an extremely 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 very punishable 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.
If used in the air, the move has an extremely 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 very punishable 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.
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{{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.
#'''Upperdash Arm''': Default.
#'''Interception Arm''': A [[counterattack]] with [[super armor]] that allows Pit to uppercut enemies if they try to hit him. It will not let him dash and will cause him to step back slightly, making the move more difficult to land. Pit will initiate the attack if an enemy comes close, regardless if they hit him or not. This move can be canceled when used on the very [[edge]] of the stage. Has slightly more range to activate the move than Dark Pit's Electrocut Arm.
#'''Interception Arm''': A [[counterattack]] with [[super armor]] on frames 7-40 that allows Pit to uppercut enemies if they try to hit him. It will not let him dash and will cause him to step back slightly, making the move more difficult to land. Pit will initiate the attack if an enemy comes close, regardless if they hit him or not. This move can be canceled when used on the very [[edge]] of the stage. Has slightly more range to activate the move than Dark Pit's Electrocut Arm. The counterattack also has super armor on frames 1-8.
#'''Quickdash Arm''': A faster, longer dash that continues after the uppercut, making it hard to control, but in some cases useful for chasing enemies after landing the hit, to possibly avoid punishes when hitting a [[shield]]ing opponent, or to slide across the stage if aimed properly near and towards a [[ledge]].
#'''Quickdash Arm''': A faster, longer dash that continues after the uppercut, making it hard to control, but in some cases useful for chasing enemies after landing the hit, to possibly avoid punishes when hitting a [[shield]]ing opponent, or to slide across the stage if aimed properly near and towards a [[ledge]].
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