Editing Burning Knuckle / Crack Shoot
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Tilting the control stick towards the opponent (or towards Terry's front in matches with more than two players) will make Terry perform '''Burning Knuckle''', wherein he lunges towards his opponent with an energy punch while shouting "Burn Knuckle!", "Burn!", or "Burning!" It is a powerful attack, dealing more damage and knockback during its initial frames, though it has noticeable startup, as Terry performs a pose before punching. When inputted as ↓↘→ + A or B, it will become even stronger, with subtle green-yellow trails added to the blue energy flames. If Burning Knuckle reaches the ledge, it will often hang there for a moment, though [[Tiger Knee]] can allow it to go off-stage; both variations make for strong edgeguarding in different situations. | Tilting the control stick towards the opponent (or towards Terry's front in matches with more than two players) will make Terry perform '''Burning Knuckle''', wherein he lunges towards his opponent with an energy punch while shouting "Burn Knuckle!", "Burn!", or "Burning!" It is a powerful attack, dealing more damage and knockback during its initial frames, though it has noticeable startup, as Terry performs a pose before punching. When inputted as ↓↘→ + A or B, it will become even stronger, with subtle green-yellow trails added to the blue energy flames. If Burning Knuckle reaches the ledge, it will often hang there for a moment, though [[Tiger Knee]] can allow it to go off-stage; both variations make for strong edgeguarding in different situations. | ||
Tilting the left stick away from the opponent (or towards Terry's back in matches with more than two players) will have him perform '''Crack Shoot''' instead, where he jumps and spins his body with his leg extended while shouting "Crack Shoot!" or "Kick back!" This attack hits twice: The first hit occurs while Terry's foot is being brought from the back and then spun upward, possessing a [[semi-spike]] knockback angle. This is intended to draw fighters into the stronger second hit, which occurs once Terry drops his leg and sends opponents on a more vertical trajectory. The first hit's knockback angle is unusually steep, and if one manages to hit an opponent so that the second hit does not connect, such as hitting an opponent hanging on the ledge, it can function as an effective [[gimp]]ing tool. The stronger variant is inputted as ↓↙← + A or B. Hitting with the foot deals an extra 20 HP of [[shield damage]], making for very strong pressure alongside moves like [[Power Wave]] and [[Command-input move|special-canceled]] {{mvsub|Terry|SSBU|forward tilt}}. Crack Shoot can be supported with [[Tiger Knee]] to have significantly stronger air control, especially in tandem with Power Wave. | Tilting the left stick away from the opponent (or towards Terry's back in matches with more than two players) will have him perform '''Crack Shoot''' instead, where he jumps and spins his body with his leg extended while shouting "Crack Shoot!" or "Kick back!" This attack hits twice: The first hit occurs while Terry's foot is being brought from the back and then spun upward, possessing a [[semi-spike]] knockback angle. This is intended to draw fighters into the stronger second hit, which occurs once Terry drops his leg and sends opponents on a more vertical trajectory. The first hit's knockback angle is unusually steep, and if one manages to hit an opponent so that the second hit does not connect, such as hitting an opponent hanging on the ledge, it can function as an effective [[gimp]]ing tool. The stronger variant is inputted as ↓↙← + A or B. Hitting with the foot only deals an extra 20 HP of [[shield damage]], making for very strong pressure alongside moves like [[Power Wave]] and [[Command-input move|special-canceled]] {{mvsub|Terry|SSBU|forward tilt}}. Crack Shoot can be supported with [[Tiger Knee]] to have significantly stronger air control, especially in tandem with Power Wave. | ||
Both of these moves can also be used to assist in horizontal recovery, with Crack Shoot having less ending lag, but travelling a shorter distance than Burning Knuckle. Neither move auto-sweetspots the [[ledge]], but are very well-guarded thanks to their large, long-lasting [[hitbox]]es. | Both of these moves can also be used to assist in horizontal recovery, with Crack Shoot having less ending lag, but travelling a shorter distance than Burning Knuckle. Neither move auto-sweetspots the [[ledge]], but are very well-guarded thanks to their large, long-lasting [[hitbox]]es. |