Editing Piranha Plant (SSBU)/Forward tilt/Hit 1
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:PiranhaPlantFTilt1.gif|thumb| | [[File:PiranhaPlantFTilt1.gif|thumb|450px|Hitbox visualization showing Piranha Plant's first hit of forward tilt.]] | ||
==Overview== | ==Overview== | ||
Piranha Plant delivers a bite forwards. It comes out on frame 7, and its main purpose is to link into the second hit. It has very low (but not set) knockback and 2 frames of teeth intangibility during the active frames, giving it minor disjoint. It possesses less endlag over the second hit, and thus is safer on shield. However, it falls short in numerous areas due to many poor traits the move possesses. Firstly, it is much slower than jab, and the hits are less safe on shield, which means that even with proper mixups, Piranha Plant is better off using jab up close for significantly more safety. To further increase this problem, forward tilt is also unable to true combo into the second hit on select characters, such as [[Kazuya (SSBU)|Kazuya]], as Kazuya has 1 frame of leeway to shield the second hit, then get a strong punish. This means that up close, jab is always the better option to get the opponent off or perform grounded pressure up close. | Piranha Plant delivers a bite forwards. It comes out on frame 7, and its main purpose is to link into the second hit. It has very low (but not set) knockback and 2 frames of teeth intangibility during the active frames, giving it minor disjoint. It possesses less endlag over the second hit, and thus is safer on shield. However, it falls short in numerous areas due to many poor traits the move possesses. Firstly, it is much slower than jab, and the hits are less safe on shield, which means that even with proper mixups, Piranha Plant is better off using jab up close for significantly more safety. To further increase this problem, forward tilt is also unable to true combo into the second hit on select characters, such as [[Kazuya (SSBU)|Kazuya]], as Kazuya has 1 frame of leeway to shield the second hit, then get a strong punish. This means that up close, jab is always the better option to get the opponent off or perform grounded pressure up close. | ||
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|damage=5.5% | |damage=5.5% | ||
|angle=366 | |angle=366 | ||
|bk=20 | |bk=20 | ||
|ks=20 | |ks=20 | ||