Editing Dragon Lunge
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When used on the ground, Corrin takes a short and quick leap forward in partial dragon form; during this hop, pressing either attack button (attack or special) again activates Dragon Fang and thrust the spear-hand at a downward angle (the midair version has Corrin thrust instantly without the prior hop). The thrust deals 7% [[damage]] if started on the ground and 8% if started in the air; in both cases, the tip of the lance has a [[sweet spot]] which deals 15% damage and increased [[knockback]]. However, this thrust has low [[priority]] and can be nullified by any non-projectile hitbox. | When used on the ground, Corrin takes a short and quick leap forward in partial dragon form; during this hop, pressing either attack button (attack or special) again activates Dragon Fang and thrust the spear-hand at a downward angle (the midair version has Corrin thrust instantly without the prior hop). The thrust deals 7% [[damage]] if started on the ground and 8% if started in the air; in both cases, the tip of the lance has a [[sweet spot]] which deals 15% damage and increased [[knockback]]. However, this thrust has low [[priority]] and can be nullified by any non-projectile hitbox. | ||
If Corrin's spear-hand makes contact with a solid surface, be it a floor or a wall, it sticks into it, causing Corrin to remain still. Any targets caught in the attack while it is held will be pinned with Corrin, unable to move, although they can shorten the duration of the pin through button mashing. From this position, Corrin can follow up with a flying kick forward (directional input forward, attack button, or special button), a flying kick backward (directional input backward), a forward front-flipping jump (up direction), or simply cancel the attack by falling to the ground ( | If Corrin's spear-hand makes contact with a solid surface, be it a floor or a wall, it sticks into it, causing Corrin to remain still. Any targets caught in the attack while it is held will be pinned with Corrin, unable to move, although they can shorten the duration of the pin through button mashing. From this position, Corrin can follow up with a flying kick forward (directional input forward, attack button, or special button), a flying kick backward (directional input backward), a forward front-flipping jump (up direction), or simply cancel the attack by falling to the ground (waiting, with no inputs). The attack can only be held for approximately 3 seconds. | ||
The aforementioned flying kick propels Corrin horizontally with solid base knockback, potentially off a ledge, and both the forward and the backward versions deal 12% damage; however, a backward kick deals only 5% damage to pinned opponents, along with having a hitbox in front due to Corrin swinging around first with one leg sticking out. However, the forward jump does not allow for another action until after a few frames that occur upon Corrin reaching the apex of it. | The aforementioned flying kick propels Corrin horizontally with solid base knockback, potentially off a ledge, and both the forward and the backward versions deal 12% damage; however, a backward kick deals only 5% damage to pinned opponents, along with having a hitbox in front due to Corrin swinging around first with one leg sticking out. However, the forward jump does not allow for another action until after a few frames that occur upon Corrin reaching the apex of it. |