Editing Wobbling
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==In later titles== | ==In later titles== | ||
Wobbling is impossible to perform in ''Brawl'', due to changes in the game's grab mechanics. Despite this, the Ice Climbers gained a new, infinite [[chain grab]] that, while more difficult to perform, still guarantees a KO if properly performed | Wobbling is impossible to perform in ''Brawl'', due to changes in the game's grab mechanics. Despite this, the Ice Climbers gained a new, infinite [[chain grab]] that, while more difficult to perform, still guarantees a KO if properly performed. As such, the loss of Wobbling is an inconsequential [[nerf]] to the Ice Climbers. | ||
In ''Ultimate'', Nana can no longer act at all when Popo grabs opponents (and instead cheers for him) unless she is in the air, meaning that even if the grab mechanics were unaltered from ''Melee'', wobbling would be impossible to perform. | In ''Ultimate'', however, Nana can no longer act at all when Popo grabs opponents (and instead cheers for him) unless she is in the air, meaning that even if the grab mechanics were unaltered from ''Melee'', wobbling would be impossible to perform. | ||
The term "wobbling" is also loosely used to refer to indefinite or long lasting chains of the same attack, which is usually made possible by certain stage elements. For example, in ''Ultimate'' {{SSBU|Isabelle}} has a pseudo-infinite with her jab when hitting opponents at an edge, due to it possessing low knockback and a high [[hitstun]] modifier, and should the victim fail to SDI out of it the combo can last until absurdly high percentages. | The term "wobbling" is also loosely used to refer to indefinite or long lasting chains of the same attack, which is usually made possible by certain stage elements. For example, in ''Ultimate'' {{SSBU|Isabelle}} has a pseudo-infinite with her jab when hitting opponents at an edge, due to it possessing low knockback and a high [[hitstun]] modifier, and should the victim fail to SDI out of it the combo can last until absurdly high percentages. |