Editing Rock Smash

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One positive change the move received is that it now has super [[armor]] throughout most of startup. This allows the move to tank through attacks and hard punish them more consistently.
One positive change the move received is that it now has super [[armor]] throughout most of startup. This allows the move to tank through attacks and hard punish them more consistently.


However, Rock Smash has mostly seen negative changes which hinder the move overall. The headbutt now deals a less impressive 14%, noticeably reducing its knockback and subsequently making it a worse KO move overall. The fragments now also only deal 3% each, making the move only deal 29% total in the rare instance where all hits connect.  
However, Rock Smash has mostly seen negative changes which hinder the move overall. The headbutt now deals a less impressive 14%, noticeably reducing its knockback and subsequently making it a worse KO move overall. The fragments now also only deal 3% each, making the move only deal 29% total in the rare instant where all hits connect.  


In addition to this, the fragments can no longer prematurely break if Charizard is hit out of the move early. This means that the move having super armor is essentially a trade off. On the one hand, it is more consistent (being able to fully protect Charizard against all attacks from any angle, which the fragments could not do) and it can lead into a stronger punish. On the other hand, this makes the super armor less safe against low lag attacks, as players can now hit Charizard during its armor frames and potentially shield/dodge the rest of the attack, as opposed to instantly getting hit by the fragments, while Charizard receives potentially minimal lag depending on the strength of the attack. Along with this, the super armor does not start until frame 5 (as opposed to the fragments, which were a frame 1 option), making it a slower defensive option.  
In addition to this, the fragments can no longer prematurely break if Charizard is hit out of the move early. This means that the move having super armor is essentially a trade off. On the one hand, it is more consistent (being able to fully protect Charizard against all attacks from any angle, which the fragments could not do) and it can lead into a stronger punish. On the other hand, this makes the super armor less safe against low lag attacks, as players can now hit Charizard during its armor frames and potentially shield/dodge the rest of the attack, as opposed to instantly getting hit by the fragments, while Charizard receives potentially minimal lag depending on the strength of the attack. Along with this, the super armor does not start until frame 5 (as opposed to the fragments, which were a frame 1 option), making it a slower defensive option.  

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