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The Limit Break version of [[Blade Beam]] is larger, moves faster, hits multiple times, is colored blue instead of green and has [[transcendent priority]]. When used from the ground, its burst hits multiple times for a total of 19% damage on the first target and 13% on any targets immediately behind the first, then launches all affected with much more knockback than the regular version. This move now becomes an effective kill option to an opponent that is already offstage or is at a high percent. However, only being used once per Limit Break means the Cloud player has to be patient and careful when lining up a shot. | The Limit Break version of [[Blade Beam]] is larger, moves faster, hits multiple times, is colored blue instead of green and has [[transcendent priority]]. When used from the ground, its burst hits multiple times for a total of 19% damage on the first target and 13% on any targets immediately behind the first, then launches all affected with much more knockback than the regular version. This move now becomes an effective kill option to an opponent that is already offstage or is at a high percent. However, only being used once per Limit Break means the Cloud player has to be patient and careful when lining up a shot. | ||
The Limit Break version of [[Cross Slash]] is no longer a [[natural combo]] and instead involves Cloud unleashing the entire sequence at high speed, regardless of whether it hits anything or whether the player makes additional inputs. These slashes deal much more damage (27% total) and greater knockback than the base version of the move, with the final hit's hitbox also becoming slightly larger.<ref>[https://twitter.com/ruben_dal/status/859110965501206528]</ref> The camera will also zoom in on the opponent if the final hit connects while time slows down for a split second, similar to {{SSB4|Little Mac}}'s [[KO Uppercut]]. As Limit Cross Slash possesses very fast startup, a large hitbox, surprisingly low ending lag, and deals high [[shield damage]], it is often considered one of Cloud's most effective and all-purpose Limit Break special moves, though its ending lag | The Limit Break version of [[Cross Slash]] is no longer a [[natural combo]] and instead involves Cloud unleashing the entire sequence at high speed, regardless of whether it hits anything or whether the player makes additional inputs. These slashes deal much more damage (27% total) and greater knockback than the base version of the move, with the final hit's hitbox also becoming slightly larger.<ref>[https://twitter.com/ruben_dal/status/859110965501206528]</ref> The camera will also zoom in on the opponent if the final hit connects while time slows down for a split second, similar to {{SSB4|Little Mac}}'s [[KO Uppercut]]. As Limit Cross Slash possesses very fast startup, a large hitbox, surprisingly low ending lag, and deals high [[shield damage]], it is often considered one of Cloud's most effective and all-purpose Limit Break special moves, though its relatively high ending lag makes it a risky move when used recklessly. | ||
The Limit Break version of [[Climhazzard]] propels Cloud 1.5 times higher than the original height and has significant horizontal maneuverability while rising, while additionally being able to carry Cloud's horizontal momentum as he falls. It will also [[Edge sweet spot|allow grabbing the ledge while it is in progress]]. The second phase of Climhazzard can still be activated, but it does not have any enhancements. This version is also effective as an option to surprise opponents near the top [[Blast line]] to potentially kill them very early. However, Cloud players should be wary of using this variant of the move on stages where the main platform has an underside, as the horizontal component may get them stuck in a fatal position if misused. The initial stab deals 6% and the rising slash deals 7% with increased knockback. | The Limit Break version of [[Climhazzard]] propels Cloud 1.5 times higher than the original height and has significant horizontal maneuverability while rising, while additionally being able to carry Cloud's horizontal momentum as he falls. It will also [[Edge sweet spot|allow grabbing the ledge while it is in progress]]. The second phase of Climhazzard can still be activated, but it does not have any enhancements. This version is also effective as an option to surprise opponents near the top [[Blast line]] to potentially kill them very early. However, Cloud players should be wary of using this variant of the move on stages where the main platform has an underside, as the horizontal component may get them stuck in a fatal position if misused. The initial stab deals 6% and the rising slash deals 7% with increased knockback. |