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Editing Fighter ability
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|rowspan=2|[[Yoshi]]||[[Shield#Yoshi's shield|Egg Shield]]||Yoshi uses a Yoshi Egg as his shield, rather than a bubble like the rest of the cast. This shield does not shrink, and instead darkens over time to indicate the shield is weakening. While this shield can still be broken, the fact that it will not shrink renders him immune to [[shield stab]]bing (except in ''Brawl'', where a small part of his hurtbox still pokes out of the shield), but is more limited than other shields depending on the game, preventing Yoshi from jumping out of it in ''Melee'' and ''Brawl'', and from [[shield platform drop]]ping in ''SSB4''. In ''Smash 64'' and ''Ultimate'', Yoshi has all shield options available to him, making this shield a direct upgrade over others. | |rowspan=2|[[Yoshi]]||[[Shield#Yoshi's shield|Egg Shield]]||Yoshi uses a Yoshi Egg as his shield, rather than a bubble like the rest of the cast. This shield does not shrink, and instead darkens over time to indicate the shield is weakening. While this shield can still be broken, the fact that it will not shrink renders him immune to [[shield stab]]bing (except in ''Brawl'', where a small part of his hurtbox still pokes out of the shield), but is more limited than other shields depending on the game, preventing Yoshi from jumping out of it in ''Melee'' and ''Brawl'', and from [[shield platform drop]]ping in ''SSB4''. In ''Smash 64'' and ''Ultimate'', Yoshi has all shield options available to him, making this shield a direct upgrade over others. | ||
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|[[Armor]]ed [[double jump]] ||In ''Smash 64'', ''Melee'', and ''Ultimate'', Yoshi possesses a special type of armor during the entire duration of his double jump that subtracts 120 units of knockback, with Yoshi not flinching at all if the result is negative, or otherwise only receiving the knockback difference. In ''Brawl'' and ''Smash 4'', this was replaced with standard knockback-based armor, with Yoshi instead taking the full knockback if this threshold is exceeded | |[[Armor]]ed [[double jump]] ||In ''Smash 64'', ''Melee'', and ''Ultimate'', Yoshi possesses a special type of armor during the entire duration of his double jump that subtracts 120 units of knockback, with Yoshi not flinching at all if the result is negative, or otherwise only receiving the knockback difference. In ''Brawl'' and ''Smash 4'', this was replaced with standard knockback-based armor, with Yoshi instead taking the full knockback if this threshold is exceeded. | ||
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|[[Zero Suit Samus]]||[[Power Suit Piece]]s<br>{{GameIcon|SSBB}}||In ''Brawl'', whenever Zero Suit Samus spawns into battle after the transformation animation, whether it be after using Zero Laser, using the special taunt input to transform into Zero Suit Samus mid-battle, or starting a match with her, she will spawn with three Power Suit Pieces next to her, which then behave as normal throwable items that can be picked up and used by anyone. However, when Zero Suit Samus spawns into battle without the transformation animation, such as when played during single-player modes where the characters' [[entrance]] animations are skipped or when spontaneously spawning in during a multi-man battle, these items will not spawn with her. | |[[Zero Suit Samus]]||[[Power Suit Piece]]s<br>{{GameIcon|SSBB}}||In ''Brawl'', whenever Zero Suit Samus spawns into battle after the transformation animation, whether it be after using Zero Laser, using the special taunt input to transform into Zero Suit Samus mid-battle, or starting a match with her, she will spawn with three Power Suit Pieces next to her, which then behave as normal throwable items that can be picked up and used by anyone. However, when Zero Suit Samus spawns into battle without the transformation animation, such as when played during single-player modes where the characters' [[entrance]] animations are skipped or when spontaneously spawning in during a multi-man battle, these items will not spawn with her. | ||
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|Moving neutral attack||Certain fighters can use their [[neutral attack]] while moving and jumping, in effect acting as their [[side tilt]] and [[neutral aerial]] as well.<br>In the case of Min Min, [[Punch]] does not act as her neutral aerial, but rather as her [[forward aerial|forward]] and [[back aerial]], as well as her [[forward smash]], grounded held [[neutral special]], and [[side special]].||[[Mega Man]], [[Min Min]], [[Steve]] | |Moving neutral attack||Certain fighters can use their [[neutral attack]] while moving and jumping, in effect acting as their [[side tilt]] and [[neutral aerial]] as well.<br>In the case of Min Min, [[Punch]] does not act as her neutral aerial, but rather as her [[forward aerial|forward]] and [[back aerial]], as well as her [[forward smash]], grounded held [[neutral special]], and [[side special]].||[[Mega Man]], [[Min Min]], [[Steve]] | ||
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|[[Double jump#Multiple double jumps|Multiple double jumps]]||While most fighters can only jump once before touching the ground, certain fighters can jump two to five times without touching the ground. The amount of jumps is dependent on the fighter | |[[Double jump#Multiple double jumps|Multiple double jumps]]||While most fighters can only jump once before touching the ground, certain fighters can jump two to five times without touching the ground. The amount of jumps is dependent on the fighter.||See [[Double jump#Multiple double jumpers|this list]] | ||
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|[[Passive armor]]<br>{{GameIcon|SSBM}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||Bowser's [[Tough Guy]] ability allows him to [[armor|not flinch]] when hit by attacks that deal knockback of less than 19 units, such as {{SSBU|Luigi}}'s [[Fireball]] and most [[rapid jab]]s. Kazuya's Tough Body ability is weaker in comparison, specifically resisting only 14 units.<br>In ''Melee'', Nana has 5 units of subtractive knockback based armor, meaning that she will sustain slightly less knockback than Popo, and not flinch from attacks inflicting 5 units of knockback or less.||[[Nana]]{{gameIcon|SSBM}}, [[Bowser]]{{gameIcon|SSB4}}{{gameIcon|SSBU}}, [[Kazuya]] | |[[Passive armor]]<br>{{GameIcon|SSBM}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||Bowser's [[Tough Guy]] ability allows him to [[armor|not flinch]] when hit by attacks that deal knockback of less than 19 units, such as {{SSBU|Luigi}}'s [[Fireball]] and most [[rapid jab]]s. Kazuya's Tough Body ability is weaker in comparison, specifically resisting only 14 units.<br>In ''Melee'', Nana has 5 units of subtractive knockback based armor, meaning that she will sustain slightly less knockback than Popo, and not flinch from attacks inflicting 5 units of knockback or less.||[[Nana]]{{gameIcon|SSBM}}, [[Bowser]]{{gameIcon|SSB4}}{{gameIcon|SSBU}}, [[Kazuya]] |