Kirby (SSB4): Difference between revisions

→‎Moveset: Clarification on that.
(→‎Moveset: The exact numbers behind the armor might not be clear. For some reason the Giant Hammer had no armor when testing in Training Mode.)
(→‎Moveset: Clarification on that.)
Line 292: Line 292:
|ssc2name=Giant Hammer
|ssc2name=Giant Hammer
|ssc2dmg=22% (grounded uncharged), 20% (aerial uncharged), 40% (grounded fully charged), 32% (aerial fully charged)
|ssc2dmg=22% (grounded uncharged), 20% (aerial uncharged), 40% (grounded fully charged), 32% (aerial fully charged)
|ssc2desc=Wields a massive hammer that is slightly stronger and grants super armor while charging, but has much higher start-up and ending lag. While near the edge of Final Destination in the ''3DS'' version, uncharged grounded Giant Hammer KOs middleweights at 76%, whereas its uncharged aerial version KOs them at 90%. Conversely, fully charged grounded Giant Hammer KOs middleweights at 7%, whereas its fully charged aerial version KOs them at 29%.
|ssc2desc=Wields a massive hammer that is slightly stronger and grants unbreakable armor while charging once the hammer starts to glow, but has much higher start-up and ending lag. While near the edge of Final Destination in the ''3DS'' version, uncharged grounded Giant Hammer KOs middleweights at 76%, whereas its uncharged aerial version KOs them at 90%. Conversely, fully charged grounded Giant Hammer KOs middleweights at 7%, whereas its fully charged aerial version KOs them at 29%.
|usdefname=Final Cutter
|usdefname=Final Cutter
|usdefdmg=5% (ascent), 2% (descent), 5% (landing), 6% (shockwave)
|usdefdmg=5% (ascent), 2% (descent), 5% (landing), 6% (shockwave)
285

edits