Editing Knee Smash
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The Knee Smash acts as a [[sex kick]], with two main [[hitbox]]es. The initial hitbox (often called the "hard knee"), which lasts only a few frames, is Captain Falcon's primary KO move and is accompanied by an electric effect. The second hitbox (nicknamed the "soft knee" or "weak knee") lasts much longer but lacks the damage and knockback of the initial hitbox. The attack acts as a semi-spike, albeit a weak one. Despite how seemingly weak it is, it has its uses. The player can use weak knee in comboing the entire cast with the most common combos being: weak knee into the hard knee and weak knee into up air. The weak knee can also be used in [[edge guarding]]. By using his speed Captain Falcon can reach extremely far offstage and cover large areas with his knee. While sometimes the weak knee may not be enough to kill, it sets the player up to continue the edge guard. | The Knee Smash acts as a [[sex kick]], with two main [[hitbox]]es. The initial hitbox (often called the "hard knee"), which lasts only a few frames, is Captain Falcon's primary KO move and is accompanied by an electric effect. The second hitbox (nicknamed the "soft knee" or "weak knee") lasts much longer but lacks the damage and knockback of the initial hitbox. The attack acts as a semi-spike, albeit a weak one. Despite how seemingly weak it is, it has its uses. The player can use weak knee in comboing the entire cast with the most common combos being: weak knee into the hard knee and weak knee into up air. The weak knee can also be used in [[edge guarding]]. By using his speed Captain Falcon can reach extremely far offstage and cover large areas with his knee. While sometimes the weak knee may not be enough to kill, it sets the player up to continue the edge guard. | ||
Due to the Knee Smash's low ending lag, players can use it as a launcher into another aerial attack, often another Knee Smash. In addition, if a hard Knee Smash lands at 60% or so, players can occasionally follow it up with an aerial [[Falcon Punch]] in the deadly "[[Sacred Combo]]". | Due to the Knee Smash's low ending lag, players can use it as a launcher into another aerial attack, often another Knee Smash. In addition, if a hard Knee Smash lands at 60% or so, players can occasionally follow it up with an aerial [[Falcon Punch]] in the deadly "[[Sacred combo#In_Melee|Sacred Combo]]". | ||
Assuming the move is properly timed and [[L-canceling|L-cancelled]], the knee is one of the few moves that puts the attacker at a frame advantage when blocked. In other words, by the time the knee's landing animation is over and Falcon can act again, the blocking opponent will still be stuck in [[shieldstun]], unable to act. This gives the knee immense utility in shield pressure scenarios, requiring the opponent to commit to a risky option should they wish to get out of their shield unharmed. The knee also supplements its utility in shield pressure with high shield damage, removing nearly a quarter of the opponent's remaining shield upon being blocked. | Assuming the move is properly timed and [[L-canceling|L-cancelled]], the knee is one of the few moves that puts the attacker at a frame advantage when blocked. In other words, by the time the knee's landing animation is over and Falcon can act again, the blocking opponent will still be stuck in [[shieldstun]], unable to act. This gives the knee immense utility in shield pressure scenarios, requiring the opponent to commit to a risky option should they wish to get out of their shield unharmed. The knee also supplements its utility in shield pressure with high shield damage, removing nearly a quarter of the opponent's remaining shield upon being blocked. |