Editing Knee Smash
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{{cquote|The Knee Smash, used in midair on foes in front of you, is slow and has a short reach, but if it connects, it'll send foes flying a long way on a low trajectory.|cite=[[List of SSBM trophies (F-Zero series)|Captain Falcon's "Smash Red" Trophy]]|source=''Super Smash Bros. Melee''}}{{ | {{cquote|The Knee Smash, used in midair on foes in front of you, is slow and has a short reach, but if it connects, it'll send foes flying a long way on a low trajectory.|cite=[[List of SSBM trophies (F-Zero series)|Captain Falcon's "Smash Red" Trophy]]|source=''Super Smash Bros. Melee''}}{{clear}} | ||
[[File:FalconKneeSSB4.png|thumb|350px|The Knee Smash in ''[[Super Smash Bros. 4]]''.]] | [[File:FalconKneeSSB4.png|thumb|350px|The Knee Smash in ''[[Super Smash Bros. 4]]''.]] | ||
The '''Knee Smash''' ({{ja|ストライキングニー|Sutoraikingu Nī}}, ''Striking Knee''), also well-known in the fan community as '''The Knee''' and '''Knee of Justice''' (and a variety of other nicknames involving the term "knee"), is [[Captain Falcon]]'s [[forward aerial]] | The '''Knee Smash''' ({{ja|ストライキングニー|Sutoraikingu Nī}}, ''Striking Knee''), also well-known in the fan community as '''The Knee''' and '''Knee of Justice''' (and a variety of other nicknames involving the term "knee"), is [[Captain Falcon]]'s [[forward aerial]] in ''[[Super Smash Bros. Melee]]'', ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'', and ''[[Super Smash Bros. Ultimate]]''. It is an extremely powerful low-trajectory KO move often used at the end of Falcon's combos and for edge-guarding. It deals up to 18% [[damage]] in ''Melee'', 19% in ''Brawl'' and ''SSB4'' and 22% in ''Ultimate'', and has [[electric]]al properties when [[sweetspot]]ted. The name of the move is confirmed from his "Red" Smash trophy description in ''Melee'', as well as that game's strategy guide. | ||
The name of the move is confirmed from his "Red" Smash trophy description in ''Melee'', that game's strategy guide | |||
==Overview== | ==Overview== | ||
===In '' | ===In ''Super Smash Bros. Melee''=== | ||
[[File:T3h Knee.jpg|thumb|The Knee Smash in ''Melee''.]] | [[File:T3h Knee.jpg|thumb|The Knee Smash in ''Melee''.]] | ||
The Knee Smash is considered among the best moves in the game due to its powerful horizontal knockback, where it can reliably KO under 100% in most stages. Many combos and strategies for Captain Falcon end with a Knee Smash. When the Knee Smash is at [[stale-move negation|full power]], it makes an excellent [[wall of pain]], and can be accompanied by Captain Falcon's [[down aerial]] for a pseudo-[[Ken Combo]]. | The Knee Smash is considered among the best moves in the game due to its powerful horizontal knockback, where it can reliably KO under 100% in most stages. Many combos and strategies for Captain Falcon end with a Knee Smash. When the Knee Smash is at [[stale-move negation|full power]], it makes an excellent [[wall of pain]], and can be accompanied by Captain Falcon's [[down aerial]] for a pseudo-[[Ken Combo]]. | ||
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In the [[PAL]] version of ''Melee'', the late hit of the attack is weakened, dealing less knockback and halved damage. This nerf prevents Captain Falcon from following up with another hard knee, forcing him to follow up with an up aerial instead. | In the [[PAL]] version of ''Melee'', the late hit of the attack is weakened, dealing less knockback and halved damage. This nerf prevents Captain Falcon from following up with another hard knee, forcing him to follow up with an up aerial instead. | ||
===In '' | ===In ''Super Smash Bros. Brawl''=== | ||
In ''Brawl'', the Knee Smash was [[nerf]]ed. The initial hitbox was nerfed such that it needs to actually sweet spot on the knee itself for the familiar electric hit to occur, as the back hitbox simply has similar properties of [[NTSC]] ''Melee''{{'}}s late hit, while the late hit in ''Brawl'' acts like the [[PAL]] late hit in ''Melee'', being even weaker than the clean hit's sour spot. In addition, the initial hitbox as a whole now only lasts one frame (instead of three) and its hitbox is significantly smaller (5.2u → 3u); as a result, it is much harder to land a hard Knee Smash, especially on smaller characters. Its [[hitlag]] has also been significantly increased (with the clean hit having a 1.2x hit lag multiplier), giving more time for the opponent to [[DI]] and [[SDI]]. On the upside, it can [[auto-cancel]] in a short hop due to Falcon being floatier, though, on smaller characters, this trait can only be taken full advantage of if they aren't on the ground. Nonetheless, the Knee Smash remains among Falcon's strongest finishers (stronger than all of his smash attacks), sometimes used in an aerial combo in place of his up aerial. | In ''Brawl'', the Knee Smash was [[nerf]]ed. The initial hitbox was nerfed such that it needs to actually sweet spot on the knee itself for the familiar electric hit to occur, as the back hitbox simply has similar properties of [[NTSC]] ''Melee''{{'}}s late hit, while the late hit in ''Brawl'' acts like the [[PAL]] late hit in ''Melee'', being even weaker than the clean hit's sour spot. In addition, the initial hitbox as a whole now only lasts one frame (instead of three) and its hitbox is significantly smaller (5.2u → 3u); as a result, it is much harder to land a hard Knee Smash, especially on smaller characters. Its [[hitlag]] has also been significantly increased (with the clean hit having a 1.2x hit lag multiplier), giving more time for the opponent to [[DI]] and [[SDI]]. On the upside, it can [[auto-cancel]] in a short hop due to Falcon being floatier, though, on smaller characters, this trait can only be taken full advantage of if they aren't on the ground. Nonetheless, the Knee Smash remains among Falcon's strongest finishers (stronger than all of his smash attacks), sometimes used in an aerial combo in place of his up aerial. | ||
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It is notable that Captain Falcon has a true setup for a sweet spotted Knee Smash if he uses it after an aerial grab release on Wario and it can be used as a semi guaranteed followup on some other characters depending on their aerial grab release arc. | It is notable that Captain Falcon has a true setup for a sweet spotted Knee Smash if he uses it after an aerial grab release on Wario and it can be used as a semi guaranteed followup on some other characters depending on their aerial grab release arc. | ||
===In '' | ===In ''Super Smash Bros. 4''=== | ||
The Knee Smash was nerfed once again, now has 6 more frames of ending lag (FAF 40 → 46) and 8 frames more landing lag (22 frames → 30). It also auto-cancels later (frame 35 → 42) meaning it can no longer auto-cancel in a short hop. As a result, it is no longer a practical approach option and is somewhat riskier to use offstage. The late hit also has a lower bonus trip chance (30% → 20%) and the move's worse auto-cancel window and higher landing lag makes the move's tripping properties less useful. | The Knee Smash was nerfed once again, now has 6 more frames of ending lag (FAF 40 → 46) and 8 frames more landing lag (22 frames → 30). It also auto-cancels later (frame 35 → 42) meaning it can no longer auto-cancel in a short hop. As a result, it is no longer a practical approach option and is somewhat riskier to use offstage. The late hit also has a lower bonus trip chance (30% → 20%) and the move's worse auto-cancel window and higher landing lag makes the move's tripping properties less useful. | ||
Despite these nerfs, it has much more use and effectiveness than in ''Brawl'', largely due to the changes to [[hitstun canceling]], which is now only possible after frame 40 with an air dodge or frame 45 with an aerial, while both hitstun canceling windows scale in proportion to the knockback sustained, rather than the frame 13 or 25 regardless of knockback windows that were in ''Brawl''. These changes make combos into the Knee much more prevalent, such as the classic down aerial into Knee, especially in conjunction with Falcon's altered up aerial that now sends opponents vertically, and the significantly improved burst on his dash grab, that allows Falcon to carry a great deal of momentum into his down throw; the Knee as a fatal followup to these moves at mid-percentages is notably prevalent in competitive play, whether as part of a true combo or to punish an opponent air dodging out of those moves. The new [[rage]] mechanic naturally benefits the knee when Falcon is at higher percents which can allow it to KO up to around 20% sooner; it's not uncommon for Falcon to nab KOs below 50% from a combo into the Knee when he has a significant amount of Rage. At high damages, however, about after 80-100% damage, even lower when he has significant Rage, it becomes difficult to land a Knee Smash again as the setups into it no longer work, requiring a [[Mindgame#Predicting|good read]] or a precise punish to land it. Lastly, the reduction of hit lag and the weakening of SDI and DI make its power more consistent overall and it benefits from the inclusion of [[frame canceling]]. | Despite these nerfs, it has much more use and effectiveness than in ''Brawl'', largely due to the changes to [[hitstun canceling]], which is now only possible after frame 40 with an air dodge or frame 45 with an aerial, while both hitstun canceling windows scale in proportion to the knockback sustained, rather than the frame 13 or 25 regardless of knockback windows that were in ''Brawl''. These changes make combos into the Knee much more prevalent, such as the classic down aerial into Knee, especially in conjunction with Falcon's altered up aerial that now sends opponents vertically, and the significantly improved burst on his dash grab, that allows Falcon to carry a great deal of momentum into his down throw; the Knee as a fatal followup to these moves at mid-percentages is notably prevalent in competitive play, whether as part of a true combo or to punish an opponent air dodging out of those moves. The new [[rage]] mechanic naturally benefits the knee when Falcon is at higher percents which can allow it to KO up to around 20% sooner; it's not uncommon for Falcon to nab KOs below 50% from a combo into the Knee when he has a significant amount of Rage. At high damages, however, about after 80-100% damage, even lower when he has significant Rage, it becomes difficult to land a Knee Smash again as the setups into it no longer work, requiring a [[Mindgame#Predicting|good read]] or a precise punish to land it. Lastly, the reduction of hit lag and the weakening of SDI and DI make its power more consistent overall and it benefits from the inclusion of [[frame canceling]]. | ||
===In '' | ===In ''Super Smash Bros. Ultimate''=== | ||
The Knee Smash has been buffed in ''Ultimate'', as the sweet spot is larger (3u → 3.75u), and it deals more damage (19% → 22%), albeit with its knockback scaling compensated (93 → 81). The move also now has 18 frames of landing lag (the same as in ''Melee'' when not L-canceled), increasing its safety and overall utility. | The Knee Smash has been buffed in ''Ultimate'', as the sweet spot is larger (3u → 3.75u), and it deals more damage (19% → 22%), albeit with its knockback scaling compensated (93 → 81). The move also now has 18 frames of landing lag (the same as in ''Melee'' when not L-canceled), increasing its safety and overall utility. | ||
==Trivia== | ==Trivia== | ||
*In-game parameters reveal that Captain Falcon's Knee Smash was planned to have the [[Special Zoom]] effect | *The Knee Smash is one of only nine knee-based attacks in the ''Super Smash Bros.'' series that are not [[pummel]]s. The other eight of those attacks are the [[Gentleman|third hit of Captain Falcon's neutral combo]], the first hit of {{SSBU|Snake}}'s forward tilt, the second hit of {{SSBU|Wii Fit Trainer}}'s neutral combo, {{SSBU|Zero Suit Samus}}'s dash attack in ''SSB4'' and ''Ultimate'', {{SSBU|Ryu}}'s neutral aerial, the second hit of {{SSBU|Incineroar}}'s neutral combo, Incineroar's dash attack, and the first two hits of {{SSBU|Terry}}'s [[Power Dunk]]. | ||
*In-game parameters reveal that Captain Falcon's Knee Smash was planned to have the [[Special Zoom]] effect, although it is not active in the final game. | |||
==Gallery== | ==Gallery== | ||
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</gallery></center> | </gallery></center> | ||
== | ==See also== | ||
*[[Captain Falcon (SSBM)/Forward aerial|Captain Falcon's forward aerial in ''Melee'']] | *[[Captain Falcon (SSBM)/Forward aerial|Captain Falcon's forward aerial in ''Melee'']] | ||
*[[Captain Falcon ( | *[[Captain Falcon (SSB4)/Forward aerial|Captain Falcon's forward aerial in ''SSB4'']] | ||
*[[Captain Falcon (SSBU)/Forward aerial|Captain Falcon's forward aerial in ''SSBU'']] | |||
*[[Captain Falcon (SSBU)/Forward aerial|Captain Falcon's forward aerial in '' | |||
*[[Lightning Kick]] | *[[Lightning Kick]] | ||