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:''Not to be confused with [[Plasma Wisp]] or [[Plasma Wire]].'' | :''Not to be confused with [[Plasma Wisp]] or [[Plasma Wire]].'' | ||
'''Plasma Whip''' ({{ja|プラズマウィップ|Purazuma | '''Plasma Whip''' ({{ja|プラズマウィップ|Purazuma Uippu}}, ''Plasma Whip'') is [[Zero Suit Samus]]'s [[side special move]]. | ||
==Overview== | ==Overview== | ||
Upon pressing the special button, Samus shoots the Plasma Whip forward a long distance, with small [[knockback]] and [[damage]] throughout its length except for a fairly large [[Sweet spot (hitbox)|sweetspot]] at the tip. The body of the whip can knock the enemy into the tip, which has large knockback (at least as large as Samus' [[side smash]], but with longer range) and is considered her best [[KO]] move outside of her [[forward aerial|forward]] and [[back aerial]]s. It does 19% damage (if the opponent is close to Samus because its pushed to the tip, doing two hits), but just 16% if only the tip hits. In ''[[Super Smash Bros. 4]]'', Plasma Whip has been nerfed. The tip of the Plasma Whip is weaker, it deals less damage, and it no longer KOs at high percentages outside of edgeguarding and [[stage spike]]s. However, the move was buffed again in ''Ultimate'', making it a reliable ranged KO tool once again. It has also gained a new effect where it launches opponents directly above Zero Suit Samus if the player holds the special button down, making it a potential combo starter. | |||
The move is a little [[lag]]gy after extending, but comes out at about the speed of a smash attack. In the air, it can be used as a [[tether recovery]]; it differs from her other | The move is a little [[lag]]gy after extending, but comes out at about the speed of a smash attack. In the air, it can be used as a [[tether recovery]]; it differs from her other tether move, the [[Plasma Wire]], in that it has longer horizontal [[range]], but much less vertical range, giving Zero Suit Samus several options for tethering, depending on whether she is level with or below the ledge. The Plasma Wire can also grapple ledges that are below Zero Suit Samus' level, which can be useful for varying up her recovery. There is a small blind spot in the middle of the Plasma Whip which the opponent is not hit. If spaced correctly, it can be used after a [[down smash]]. | ||
==Instructional quotes== | ==Instructional quotes== | ||
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==Customization== | ==Customization== | ||
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | ||
{{CustomSet|ZSSamus|Side|name1=Plasma Whip|desc1=Attack foes with an energy whip. Can also be used to grab on | {{CustomSet|ZSSamus|Side|name1=Plasma Whip|desc1=Attack foes with an energy whip. Can also be used to grab on edges.|name2=Plasma Dash|desc2=A dashing strike with your gun. Doesn't use the whip, so it can't grab to edges.|name3=Whip Lash|desc3=Knock foes toward you with the very end of the whip. The rest of the whip does nothing.}} | ||
# '''Plasma Whip''': Default. | # '''Plasma Whip''': Default. | ||
# '''Plasma Dash''': A small dash forward with Samus' gun, striking multiple times. Cannot tether recover. | # '''Plasma Dash''': A small dash forward with Samus' gun, striking multiple times. Cannot tether recover. |