Editing Critical Hit
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Until the attack animation completely ends, the entire sword carries the move's hitbox, meaning that the attack can also hit anyone directly behind the user when they raise their sword. Because the attack itself gives such an high amount of [[freeze frame]]s, it is also possible for a fighter to walk into the user's sword once it hits another opponent and still be given a OHKO, even after half a second. Critical Hit only hits once, so with proper timing, moves that provide [[armor]] can be used to survive it. Of course, this will not stop the target from taking the move's full damage. | Until the attack animation completely ends, the entire sword carries the move's hitbox, meaning that the attack can also hit anyone directly behind the user when they raise their sword. Because the attack itself gives such an high amount of [[freeze frame]]s, it is also possible for a fighter to walk into the user's sword once it hits another opponent and still be given a OHKO, even after half a second. Critical Hit only hits once, so with proper timing, moves that provide [[armor]] can be used to survive it. Of course, this will not stop the target from taking the move's full damage. | ||
On the ground, the initial dash will follow the platform's contours, and the move will end without the user swinging if they reach the edge. In the air, the user will travel at high speed directly forward. The dash can be canceled immediately by pressing an attack button, which also causes the user to swing their sword. The dash will automatically travel its maximum distance if uninterrupted, which is approximately the same distance as the width of the largest area available in ''Brawl''{{'}}s [[Stage Builder]]; missing with this attack on the ground on a walk-off stage, or in the air without any intervening terrain, usually results in a [[self-destruct]] unless the player manually cancels the user's dash. The distance the Final Smash grants allows it to be used as an extremely effective horizontal [[recovery]] move if | On the ground, the initial dash will follow the platform's contours, and the move will end without the user swinging if they reach the edge. In the air, the user will travel at high speed directly forward. The dash can be canceled immediately by pressing an attack button, which also causes the user to swing their sword. The dash will automatically travel its maximum distance if uninterrupted, which is approximately the same distance as the width of the largest area available in ''Brawl''{{'}}s [[Stage Builder]]; missing with this attack on the ground on a walk-off stage, or in the air without any intervening terrain, usually results in a [[self-destruct]] unless the player manually cancels the user's dash. The distance the Final Smash grants allows it to be used as an extremely effective horizontal [[recovery]] move if necessary, although this is situational. | ||
In ''Brawl'', this attack has such immense [[knockback]] that it is possible for the main victim to KO other opponents by simply knocking into them. | In ''Brawl'', this attack has such immense [[knockback]] that it is possible for the main victim to KO other opponents by simply knocking into them. |