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::*[[Marth]]'s [[Dolphin Slash]], which has a very fast five frame start-up, with great horizontal reach, and striking powerfully (moreso in ''Brawl''). In ''Brawl'', it also has [[intangibility]] during its start-up, which can allow Marth to use it while opponents are attacking his shield with multi-hitting moves. While extremely effective and capable of punishing nearly any move out of shield, it carries great risk, as it leaves Marth [[helpless]] in the air while causing him to sustain heavy lag when he lands. | ::*[[Marth]]'s [[Dolphin Slash]], which has a very fast five frame start-up, with great horizontal reach, and striking powerfully (moreso in ''Brawl''). In ''Brawl'', it also has [[intangibility]] during its start-up, which can allow Marth to use it while opponents are attacking his shield with multi-hitting moves. While extremely effective and capable of punishing nearly any move out of shield, it carries great risk, as it leaves Marth [[helpless]] in the air while causing him to sustain heavy lag when he lands. | ||
::*[[Meta Knight]]'s [[Shuttle Loop]], which works similarly to Marth's Dolphin Slash, except it hits vertically when initiated on the ground and has less horizontal reach. However, since Meta Knight can glide away at the end of Shuttle Loop, it carries none of the risk Dolphin Slash does. | ::*[[Meta Knight]]'s [[Shuttle Loop]], which works similarly to Marth's Dolphin Slash, except it hits vertically when initiated on the ground and has less horizontal reach. However, since Meta Knight can glide away at the end of Shuttle Loop, it carries none of the risk Dolphin Slash does. | ||
::*Any jump-canceled [[up smash]] can be used from shield except for Yoshi's. Many are | ::*Any jump-canceled [[up smash]] can be used from shield except for Yoshi's. Many of these are situational, as they're either too slow or have too short of horizontal reach to hit an attacking opponent out of shield. Some though can be especially effective, such as Wario's | ||
::*[[Zelda]]'s [[Farore's Wind]] is a very powerful, as well as deadly OoS option, the first hit combos into the second | ::*[[Zelda]]'s [[Farore's Wind]] is a very powerful, as well as deadly OoS option, the first hit combos into the second; this combo is often called "the elevator". However, it is very risky to use carelessly as if she misses, she will be left open to punishes. | ||
::*{{SSBB|Charizard}}'s, which is decently fast with large hitboxes that reach decently far horizontally, while also being quite powerful. It also strikes on both sides, but there is a delay to the second hit that strikes behind, which is usually too long for it to effectively hit an opponent attacking from behind. | ::*{{SSBB|Charizard}}'s, which is decently fast with large hitboxes that reach decently far horizontally, while also being quite powerful. It also strikes on both sides, but there is a delay to the second hit that strikes behind, which is usually too long for it to effectively hit an opponent attacking from behind. | ||
::*[[Fox]]'s, which has a combination of fast [[start-up]], decent horizontal reach, and fearsome power. It can't effectively punish those attacking from behind however, as it doesn't reach behind until the end of the move, and it has less horizontal reach striking behind while striking much weaker. | ::*[[Fox]]'s, which has a combination of fast [[start-up]], decent horizontal reach, and fearsome power. It can't effectively punish those attacking from behind however, as it doesn't reach behind until the end of the move, and it has less horizontal reach striking behind while striking much weaker. |
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