Editing Fishing Rod

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==Overview==
==Overview==
Isabelle pulls out a fishing rod and casts out the line. Isabelle can use this move to [[grab]] faraway enemies (even while airborne) and throw them afterwards, pick up [[items]], or as a [[tether recovery]]. Upon capture, Isabelle is subsequently capable of throwing the opponent in up to four directions, much like traditional grabs. If a  direction is not input before throwing the opponent, 'throw forward' will be chosen by default. If she misses the opponent, she can leave the fishing rod out until she reels in her line, potentially capturing the enemy.  
Isabelle pulls out a fishing rod and casts out the line. Isabelle can use this move to [[grab]] faraway enemies (even while airborne) and throw them afterwards, pick up [[items]], or as a [[tether recovery]]. Upon capture, Isabelle is subsequently capable of throwing the opponent in up to four directions, much like traditional grabs. If she misses the opponent, she can leave the fishing rod out until she inputs it again, potentially capturing the enemy.


If Fishing Rod is inputted as a [[smash special move]], the line moves faster forward and covers a longer distance. The hook functions as a [[hit grab]], meaning that despite functioning like a grab on affected opponents, it can be blocked by [[shield]]s. The hook is also unable to grab opponents using moves that [[reflect]] and [[counterattack]] (barring [[Counter Throw]], [[Witch Time]], and [[Revenge]]), and is even blocked by [[passive shield]]s. Unlike her other throw options, 'throw down' creates a sizable hit box in front of Isabelle that can hit other opponents.
If Fishing Rod is inputted as a [[smash special move]], the line moves faster forward and covers a longer distance. The hook functions as a [[hit grab]], meaning that despite functioning like a grab on affected opponents, it can be blocked by [[shield]]s. The hook is also unable to grab opponents using moves that [[reflect]] and [[counterattack]] (barring [[Counter Throw]], [[Witch Time]], and [[Revenge]]), and is even blocked by [[passive shield]]s.


The damage output for the throws is somewhat proportional to how fast the fishing rod's bobber was moving at the time of capturing the opponent, with up to a 5.5% damage difference. This is similar to the varied damage output for thrown [[item]]s, with the damage variance depending on which follow up throw is chosen. As a result, the damage inflicted varies, and is approximately at its highest if the move is smash-inputted and the opponent is caught in between the middle and the end of the rod's full length. Additionally, the throws' variance in damage output fully counts towards the [[knockback]] formula, causing the forward and up throws to KO noticeably earlier if the bobber catches the opponent at a sufficiently fast speed. However, due to the extremely precise nature of the bobber's movement speed, as well as its inconsistent physics (such as when reeled in while hanging over an edge), and even the size of the opponent's hurtbox, consistently yielding the highest damage output for Fishing Rod's throws is impossible in practice.
The damage output for the throws is directly proportional to how fast the fishing rod's bobber was moving at the time of capturing the opponent, much like the damage output for thrown [[item]]s. As a result, the damage they inflict is highly variable, and is approximately at its highest if the move is smash-inputted and the opponent is caught inbetween the middle and the end of the rod's full length. Additionally, the throws' variance in damage output fully counts towards the [[knockback]] formula, causing the forward and up throws to KO noticeably earlier if the bobber catches the opponent at a sufficiently fast speed. However, due to the extremely precise nature of the bobber's movement speed, as well as its inconsistent physics (such as when it is left hanging over an edge), and even the size of the opponent's hurtbox, consistently yielding the highest damage output for Fishing Rod's throws is impossible in practice.
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