Editing Electroshock Arm

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==Overview==
==Overview==
The move is an [[electric]]al variant of Pit's [[Upperdash Arm]]. The move has similar effects and the same frame data as Pit's version, having [[super armor]] on frames 11-26 and being able to deflect projectiles while active. However, unlike the Upperdash Arm, the Electroshock Arm throws its target at a 30-40˚ angle instead of vertically. The Electroshock Arm also deals 1% more damage, and Dark Pit occasionally blurts "Electroshock!" if the move connects.
The move is an [[electric]]al variant of Pit's [[Upperdash Arm]]. The move has exactly the same effects and frame data as Pit's version having [[super armor]] on frames 11-26 and being able to deflect projectiles while active. However, unlike the Upperdash Arm, the Electroshock Arm throws its target at a 30-40˚ angle instead of vertically. The Electroshock Arm also deals 1% more damage, and Dark Pit occasionally blurts "Electroshock!" if the move connects.


The move has a proximity detection hitbox out on frame 16-35 on the ground, or 19-35 in the air, just like Upperdash Arm. Dark Pit suffers from great ending lag should a player use the move in midair as well (though just like Upperdash Arm, it does not put him into a helpless state like so).
The move has a proximity detection hitbox out on frame 16-35 on the ground, or 19-35 in the air, just like Upperdash Arm. Dark Pit suffers from great ending lag should a player use the move in midair as well (though just like Upperdash Arm, it does not put him into a helpless state like so).
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==Customization==
==Customization==
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
{{CustomSet|DarkPit|Side|name1=Electroshock Arm|desc1=A steadfast forward charge with a weapon that launches foes diagonally upward.|name2=Electrocut Arm|desc2=Ready your weapon, and then strike if an enemy comes in range. You won't flinch while readied.|name3=Quickshock Arm|desc3=Charge forward with such speed, you won't stop even after delivering an uppercut.}}
{{CustomSet|DarkPit|Side|name1=Electroshock Arm|desc1=A steadfast forward charge with a weapon that launches foes diagonally upward.|name2=Electrocut Arm|desc2=Ready your weapon, and strike if an enemy comes in range. You won't flinch while readied.|name3=Quickshock Arm|desc3=Charge forward with such speed, you won't stop even after delivering an uppercut.}}
#'''Electroshock Arm''': Default.
#'''Electroshock Arm''': Default.
#'''Electrocut Arm''': Has [[super armor]] on frames 7-40 and allows Dark Pit to uppercut enemies if they get near him. It will not let him dash and will cause him to step back slightly, making the move more difficult to land. This move can be canceled when used on the very [[edge]] of the stage. Has slightly less range to activate the move than Pit's Interception Arm. Like Interception Arm, the attack has super armor on frames 1-8.{{Main|Dark Pit (SSB4)/Side special/Custom 1}}
#'''Electrocut Arm''': A pseudo [[counterattack]] with [[super armor]] on frames 7-40 that allows Dark Pit to uppercut enemies if they try to hit him. It will not let him dash and will cause him to step back slightly, making the move more difficult to land. Dark Pit will initiate the attack if an enemy comes close, regardless if they hit him or not. This move can be canceled when used on the very [[edge]] of the stage. Has slightly less range to activate the move than Pit's Interception Arm. Like Interception Arm, the counterattack has super armor on frames 1-8.
#'''Quickshock Arm''': A faster, longer dash that continues after the uppercut, making it hard to control, but in some cases useful for chasing enemies after landing the hit, to possibly avoid punishes when hitting a [[shield]]ing opponent, or to slide across the stage if aimed properly near and towards a [[ledge]].{{Main|Dark Pit (SSB4)/Side special/Custom 2}}
#'''Quickshock Arm''': A faster, longer dash that continues after the uppercut, making it hard to control, but in some cases useful for chasing enemies after landing the hit, to possibly avoid punishes when hitting a [[shield]]ing opponent, or to slide across the stage if aimed properly near and towards a [[ledge]].
<gallery>
<gallery>
SSB4 Electroshock Uppercut 1.jpg|Electrocut Arm in {{for3ds}}.
SSB4 Electroshock Uppercut 1.jpg|Electrocut Arm in {{for3ds}}.
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==Origin==
==Origin==
[[File:ElectroshockArmOrigin.png|thumb|125px|The Electroshock Arm as it appears in ''Uprising''.]]
[[File:ElectroshockArmOrigin.png|thumb|125px|The Electroshock Arm as it appears in ''Uprising''.]]
The Electroshock Arm is one of the Arm weapons introduced in ''{{s|icaruspedia|Kid Icarus: Uprising}}''. This weapon inflicts paralysis and has expanding charged shots. Unlike the Silver Bow and Dark Pit Staff, Dark Pit never uses this weapon in ''Uprising'' (unless the player equips it when controlling him).  
The Electroshock Arm is one of the Arm weapons introduced in ''{{s|icaruspedia|Kid Icarus: Uprising}}''. This weapon inflicts paralysis and has expanding charged shots. Unlike the Silver Bow and Dark Pit Staff, Dark Pit never uses this weapon in Uprising (unless the player equips it when controlling him).  
{{clr}}
{{clear}}


==Gallery==
==Gallery==
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|zh_tw={{rollover|豪腕電擊鉤拳|Háo Wàn Diànjí Gōu Quán|?}}
|zh_tw={{rollover|豪腕電擊鉤拳|Háo Wàn Diànjí Gōu Quán|?}}
}}
}}
==Trivia==
*If the [[Shadow]] [[Assist Trophy]] freezes Dark Pit while performing Electrocut Arm in ''Smash 4'', the counter hitbox will remain active and trigger if hit. The frozen Dark Pit will not attack until being unfrozen, but will remain [[intangible]] in the mean time.


{{Special Moves|char=Dark Pit}}
{{Special Moves|char=Dark Pit}}

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