Editing List of tips (SSBU)/Fighters

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*'''Eruption at the Edge (Neutral Special)''' – This attack reaches up and down as well as left and right. You can use it to ambush opponents who are trying to recover from offstage.
*'''Eruption at the Edge (Neutral Special)''' – This attack reaches up and down as well as left and right. You can use it to ambush opponents who are trying to recover from offstage.
*'''[[Quick Draw]] (Side Special)''' – If you hit an opponent with Quick Draw in the air, you can quickly start your next action. But if you don't do anything afterward, Ike merely falls. Keep this in mind when trying to recover.
*'''[[Quick Draw]] (Side Special)''' – If you hit an opponent with Quick Draw in the air, you can quickly start your next action. But if you don't do anything afterward, Ike merely falls. Keep this in mind when trying to recover.
*'''Quick Draw's Traits (Side Special)''' – Using this move a bit before landing from a jump and you will reduce the amount of time you are vulnerable{{Sic}}.
*'''Quick Draw's Traits (Side Special)''' – Using this move a bit before landing from a jump and you will reduce the amount of time you are vulnerable.
*'''[[Aether]] and [[Super Armor]] (Up Special)''' – Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward!
*'''[[Aether]] and [[Super Armor]] (Up Special)''' – Ike will be protected from flinching while he prepares this attack. This move can send foes flying upward!
*'''Meteor with Aether (Up Special)''' – During the downward strike, this attack has a meteor effect. You'll fall straight down until you hit solid ground, so make sure you aim well!
*'''Meteor with Aether (Up Special)''' – During the downward strike, this attack has a meteor effect. You'll fall straight down until you hit solid ground, so make sure you aim well!
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*'''[[Hadoken]] (Neutral Special)''' – A projectile from a world-class fighting game. Hold down the button to vary how fast it travels. It'll disappear after a set distance.
*'''[[Hadoken]] (Neutral Special)''' – A projectile from a world-class fighting game. Hold down the button to vary how fast it travels. It'll disappear after a set distance.
*'''Hadoken (Neutral Special / Command-Input Move)''' – Input the commands from the original series to increase the Hadoken's power. Use it in midair to make Ryu glide slightly.
*'''Hadoken (Neutral Special / Command-Input Move)''' – Input the commands from the original series to increase the Hadoken's power. Use it in midair to make Ryu glide slightly.
*'''Hadoken's Power (Neutral Special / Command-Input Move)''' – When facing right, quickly input ↓ ↘ → for 1.2x power. You might have to practice a bit to really get the hang of a Hadoken.
*'''Hadoken's Power (Neutral Special / Command-Input Move)''' – When facing right, quickly input ↓ ↘ → for 1.25x power. You might have to practice a bit to really get the hang of a Hadoken.
*'''Shakunetsu Hadoken (Neutral Special / Command-Input Move)''' – When facing right, input ← ↙ ↓ ↘ → to unleash a fiery Shakunetsu Hadoken that can deal multiple hits.
*'''Shakunetsu Hadoken (Neutral Special / Command-Input Move)''' – When facing right, input ← ↙ ↓ ↘ → to unleash a fiery Shakunetsu Hadoken that can deal multiple hits.
*'''[[Tatsumaki Senpukyaku]] (Side Special)''' – Ryu will float up slightly when using this move after a jump, making this spinning side kick great for recovering.
*'''[[Tatsumaki Senpukyaku]] (Side Special)''' – Ryu will float up slightly when using this move after a jump, making this spinning side kick great for recovering.
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*'''Magic Burst (Down Special)''' – Use all of your MP to create an explosion with you at the center. The power and size of the explosion grows with every point of MP used.
*'''Magic Burst (Down Special)''' – Use all of your MP to create an explosion with you at the center. The power and size of the explosion grows with every point of MP used.
*'''Snooze (Down Special)''' – Shoot a projectile that puts opponents to sleep. The size of the projectile increases the longer it travels. However, the closer the opponent is, the deeper they'll sleep.
*'''Snooze (Down Special)''' – Shoot a projectile that puts opponents to sleep. The size of the projectile increases the longer it travels. However, the closer the opponent is, the deeper they'll sleep.
*'''Heal (Down Special)''' – Heal some of the damage you've taken. If you use it multiple times, it will not come up as a selectable command again until you get KO'd.
*'''Heal (Down Special)''' – Heal some of the damage you've taken. If you use it multiple times, it will not come up as a selectable command again until you get a KO.
*'''Oomph (Down Special)''' – Increase your launch power and melee attack power for a while. However, your defense will decrease a little.
*'''Oomph (Down Special)''' – Increase your launch power and melee attack power for a while. However, your defense will decrease a little.
*'''Acceleratle (Down Special)''' – Increase your movement speed and jump for a while. You will also become easier to launch.
*'''Acceleratle (Down Special)''' – Increase your movement speed and jump for a while. You will also become easier to launch.
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*While correct for the previous game, the tip stating that Dancing Blade's up variation is great for netting KOs is not true at all, as its knockback has been significantly nerfed to the point where it cannot even KO at 300% when tipped.
*While correct for the previous game, the tip stating that Dancing Blade's up variation is great for netting KOs is not true at all, as its knockback has been significantly nerfed to the point where it cannot even KO at 300% when tipped.
**Similarly, the tip stating that Charizard's wings "won't take damage" while performing its Wing Thrust up-tilt, while true for the previous game, isn't accurate, as the hurtboxes on Charizard's wings have been extended upward during the move without gaining intangibility or invincibility, therefore actually making them easier to hit.
**Similarly, the tip stating that Charizard's wings "won't take damage" while performing its Wing Thrust up-tilt, while true for the previous game, isn't accurate, as the hurtboxes on Charizard's wings have been extended upward during the move without gaining intangibility or invincibility, therefore actually making them easier to hit.
*Hero's tip regarding Heal used to incorrectly claim that scoring a KO can replenish Heal uses. In truth, Hero only regains Heal when he gets KO'd himself. This was likely a mistranslation, as this tip was later fixed in an update.
*Onslaught's tip is incorrect: damage taken does not cause the move to do damage beyond its base damage, which is the amount it does at the beginning of a match.
*Hero's tip regarding Heal incorrectly claims that scoring a KO can replenish Heal uses. In truth, Hero only regains Heal when he gets KO'd himself. This is likely a mistranslation.
*Lucina is the only character to not have tips about any of their special moves, barring her Final Smash.
*Lucina is the only character to not have tips about any of their special moves, barring her Final Smash.
**Lucina also has the least amount of character tips, with a total of 5.
**Lucina also has the least amount of character tips, with a total of 5.

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