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It was noted on the [[Dojo]] that this move can be charged while shielding; however, this is not true, as shielding merely saves the current charge. | It was noted on the [[Dojo]] that this move can be charged while shielding; however, this is not true, as shielding merely saves the current charge. | ||
With increased push force and range added to F.L.U.D.D. in ''Smash 4'', Mario has a much easier time setting up his opponents to be Caped while they are still off stage. The term "FLUping" was coined by Brawl Karter to describe using the moves in tandem (F.L.U.D.D. to Cape) and denying the opponent the ability to safely recover back to the ledge/stage. | With increased push force and range added to F.L.U.D.D. in ''Smash 4'', Mario has a much easier time setting up his opponents to be Caped while they are still off stage. The term "FLUping" was coined by Brawl Karter to describe using the moves in tandem (F.L.U.D.D. to Cape) and denying the opponent the ability to safely recover back to the ledge/stage. When angled down, water is shot at a slightly higher trajectory (16° → 18°), but this leaves a very minimal impact on the move as a whole. | ||
Aesthetically, if Mario activates F.L.U.D.D., it lingers on his back for a while before disappearing, even if Mario gets [[Star KO]]'d or [[Screen KO]]'d. This feature is not present in ''Smash 4''. | In '''Ultimate''', the move received a variety of buffs granting it even greater potency than previously, most notably further improved range and the universal ability to jump-cancel auto-charge specials. | ||
Aesthetically, if Mario activates F.L.U.D.D., it lingers on his back for a while before disappearing, even if Mario gets [[Star KO]]'d or [[Screen KO]]'d. This feature is not present in ''Smash 4'' onward. | |||
==Customization== | ==Customization== |
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