Editing Blazer

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As an attack, all hits connect better with each other due to the first hit's significantly lowered set knockback, and the final hit does significantly more knockback and no longer scales based on falling speed, giving Roy a new viable KO move. As a side effect, because of the first hit's lower set knockback, it can no longer KO the lightest characters at 0%. Blazer deals 5 hits for a total of 16%, and begins KOing middleweights at 120% on the stage if aimed up, though it loses some of its power in midair. The apex of the move also gains more hitboxes there unlike the ''Melee'' version, allowing the attack to deal more hits and have a longer lasting hitbox overall. Due to the attack's new knockback angle, it is one of the more reliable [[stage spike]] attacks, especially due to its multiple hits and ability to drag opponents towards the sides of the stage.
As an attack, all hits connect better with each other due to the first hit's significantly lowered set knockback, and the final hit does significantly more knockback and no longer scales based on falling speed, giving Roy a new viable KO move. As a side effect, because of the first hit's lower set knockback, it can no longer KO the lightest characters at 0%. Blazer deals 5 hits for a total of 16%, and begins KOing middleweights at 120% on the stage if aimed up, though it loses some of its power in midair. The apex of the move also gains more hitboxes there unlike the ''Melee'' version, allowing the attack to deal more hits and have a longer lasting hitbox overall. Due to the attack's new knockback angle, it is one of the more reliable [[stage spike]] attacks, especially due to its multiple hits and ability to drag opponents towards the sides of the stage.


The grounded version also grants Roy [[super armor]] on frames 4-10 and [[intangibility]] on frame 9—akin to the frame 1 [[intangibility]] granted by Marth's [[Dolphin Slash]]—allowing Roy to get out of dangerous situations or use it as an [[out of shield]] option if grounded.
The grounded version also grants Roy [[super armor]] on frames 4-10 and [[intangibility]] on frame 9 (akin to the frame 1 [[intangibility]] granted by Marth's [[Dolphin Slash]]) allowing Roy to use it to jump out of dangerous situations (such as being caught in a jab infinite) or as an [[out of shield]] KO move if he is grounded.


===In ''[[Super Smash Bros. Ultimate]]''===
===In ''[[Super Smash Bros. Ultimate]]''===

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