Out of shield: Difference between revisions

Nope, its damage got reduced in Ultimate. The bit about short horizontal reach though is false regardless
(Nope, its damage got reduced in Ultimate. The bit about short horizontal reach though is false regardless)
Tag: Undo
Line 25: Line 25:
::*[[Donkey Kong]]'s [[Spinning Kong]], which works similarly to Bowser's, except much slower, much weaker (except in ''Ultimate'', where it is actually stronger), and while Donkey Kong can move just as far as Bowser's forward, he barely moves if he tries going backwards. However, it grants Donkey Kong [[super armor]] in ''SSB4'' and ''Ultimate'', unlike Whirling Fortress.
::*[[Donkey Kong]]'s [[Spinning Kong]], which works similarly to Bowser's, except much slower, much weaker (except in ''Ultimate'', where it is actually stronger), and while Donkey Kong can move just as far as Bowser's forward, he barely moves if he tries going backwards. However, it grants Donkey Kong [[super armor]] in ''SSB4'' and ''Ultimate'', unlike Whirling Fortress.
::*[[Link]]'s [[Spin Attack]], which is decently fast with great horizontal reach that strikes equally on both sides. It's very powerful in ''Melee'', but lacks KO power in ''Brawl'' when uncharged.
::*[[Link]]'s [[Spin Attack]], which is decently fast with great horizontal reach that strikes equally on both sides. It's very powerful in ''Melee'', but lacks KO power in ''Brawl'' when uncharged.
::*[[Mario]]'s [[Super Jump Punch]], which with a start-up of three frames, is one of the fastest possible attacks out of shield. It deals low damage and knockback however, with low horizontal reach, limiting its effectiveness. This is not true as of Ultimate, however, where the move has decently large horizontal coverage and somewhat high damage.
::*[[Mario]]'s [[Super Jump Punch]], which with a start-up of three frames, is one of the fastest possible attacks out of shield. It deals low damage and knockback, however, and is very punishable if it misses due to its helplessness and high landing lag, limiting its effectiveness.
::*[[Dr. Mario]]'s [[Super Jump Punch]] comes out on frame 3, and is strong at the start which provides an offensive option, especially when a move is [[perfect shield]]ed.
::*[[Dr. Mario]]'s [[Super Jump Punch]] comes out on frame 3, and is strong at the start which provides an offensive option, especially when a move is [[perfect shield]]ed.
::*[[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.