Editing Arm Rotor
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In ''[[Super Smash Bros. 4]]'', the move ends with an uppercut that deals increased damage and knockback. The spins also trap enemies more reliably, allowing the entire move to combo well into the final hit. However, the move was still slow and highly punishable, with its KO power being limited. | In ''[[Super Smash Bros. 4]]'', the move ends with an uppercut that deals increased damage and knockback. The spins also trap enemies more reliably, allowing the entire move to combo well into the final hit. However, the move was still slow and highly punishable, with its KO power being limited. | ||
The move was dramatically improved in ''[[Super Smash Bros. Ultimate]]'', where the move now starts more quickly, and is active for less time overall, making the move slightly harder to punish. The KO potential of the finishing blow was increased significantly, making Arm Rotor a devastating KO move when used off stage, especially when directly following up a thrown [[Gyro]] or forward aerial. | The move was dramatically improved in ''[[Super Smash Bros. Ultimate]]'', where the move now starts more quickly, and is active for less time overall, making the move slightly harder to punish. The move’s window of frames which reflect projectiles was extended, and the KO potential of the finishing blow was increased significantly, making Arm Rotor a devastating KO move when used off stage, especially when directly following up a thrown [[Gyro]] or forward aerial. | ||
==Instructional quote== | ==Instructional quote== |