Editing Flare Blade
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It has increased startup as a tradeoff for the larger hitbox, as well as an animation where Roy lifts his sword along his left side before returning to neutral position; this part of the attack can be interrupted very soon, making the move very difficult to punish especially when [[spacing|spaced]] properly. | It has increased startup as a tradeoff for the larger hitbox, as well as an animation where Roy lifts his sword along his left side before returning to neutral position; this part of the attack can be interrupted very soon, making the move very difficult to punish especially when [[spacing|spaced]] properly. | ||
Fully charged, the move is still capable of OHKO-ing, although each stage of the move now deals much more knockback and is able to KO at low percents if charged up slightly: a second of charging is enough to KO middleweights at the sides of the stage at 95%, and a three-second charge is able to KO at 45% in the middle of the stage | Fully charged, the move is still capable of OHKO-ing, although each stage of the move now deals much more knockback and is able to KO at low percents if charged up slightly: a second of charging is enough to KO middleweights at the sides of the stage at 95%, and a three-second charge is able to KO at 45% in the middle of the stage, making a connected Flare Blade an incredibly strong move that is useful for punishing bad ledge get-up options. | ||
===In ''[[Super Smash Bros. Ultimate]]''=== | ===In ''[[Super Smash Bros. Ultimate]]''=== |