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:*[[Meta Knight]]'s [[Shuttle Loop]], which works similarly to Marth's Dolphin Slash, except it is slower, hits vertically and has less horizontal reach. In ''Brawl'', Meta Knight initiates his glide after using Shuttle Loop, making it extremely difficult to punish. In ''Smash 4'' and ''Ultimate'' however, Meta Knight is left helpless after using it, leaving him in a vulnerable position. | :*[[Meta Knight]]'s [[Shuttle Loop]], which works similarly to Marth's Dolphin Slash, except it is slower, hits vertically and has less horizontal reach. In ''Brawl'', Meta Knight initiates his glide after using Shuttle Loop, making it extremely difficult to punish. In ''Smash 4'' and ''Ultimate'' however, Meta Knight is left helpless after using it, leaving him in a vulnerable position. | ||
:*[[Zelda]]'s [[Farore's Wind]] in ''SSB4'' and ''Ultimate'' is a very powerful and 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. | :*[[Zelda]]'s [[Farore's Wind]] in ''SSB4'' and ''Ultimate'' is a very powerful and 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. | ||
:*[[Mr. Game & Watch]]'s [[Fire]] is a useful OoS option in every game. In ''Melee'', it is a frame 2 OoS option, making it the fastest OoS option not only in ''Melee'', but in the entire series. This allows Mr. Game & Watch to punish moves that would be completely safe against any other character. In ''Brawl'' and ''SSB4', it does not come out until frame 9. However, Mr. Game & Watch now uses a parachute after using the move and he gains intangibility while jumping up, making it a great option to escape pressure. The move is most effective in ''Ultimate'', however, where it not only retains the added benefits it received in ''Brawl'', but has once again become an extremely effective attack out of shield due to its newly-added frame 3 hitbox with decent horizontal range, which hits on both sides and can be comboed directly into Mr. Game & Watch's own aerials. | :*[[Mr. Game & Watch]]'s [[Fire]] is a useful OoS option in every game. In ''Melee'', it is a frame 2 OoS option, making it the fastest OoS option not only in ''Melee'', but in the entire series. This allows Mr. Game & Watch to punish moves that would be completely safe against any other character. In ''Brawl'' and ''SSB4'', it does not come out until frame 9. However, Mr. Game & Watch now uses a parachute after using the move and he gains intangibility while jumping up, making it a great option to escape pressure. The move is most effective in ''Ultimate'', however, where it not only retains the added benefits it received in ''Brawl'', but has once again become an extremely effective attack out of shield due to its newly-added frame 3 hitbox with decent horizontal range, which hits on both sides and can be comboed directly into Mr. Game & Watch's own aerials. | ||
:*{{SSBU|Chrom}}'s [[Soaring Slash]] possesses immense range on the first hit and impressive damage output should all of its hits connect, which makes it an extremely effective out of shield option. The move's frame 10 startup is its biggest weakness, however, which can limit its usage against moves that are -9 or better on shield. | :*{{SSBU|Chrom}}'s [[Soaring Slash]] possesses immense range on the first hit and impressive damage output should all of its hits connect, which makes it an extremely effective out of shield option. The move's frame 10 startup is its biggest weakness, however, which can limit its usage against moves that are -9 or better on shield. | ||
*Any [[up smash]] can be used from a shielding position. Many of these are situational, as they are either too slow or have an insufficient horizontal range to hit an attacking opponent out of shield. Others can be especially effective, however. In ''Smash 64'', ''Melee'', ''Brawl'' and ''SSB4'', [[jump-canceling]] is required in order to perform an up smash out of shield (in ''Melee'' and ''Brawl'', [[Yoshi]] cannot jump out of shield, so this is impossible for him), but in ''Ultimate'', jump-canceling is not necessary in order to do so, as one can merely drop one's shield and bypass the shield-dropping animation entirely with an up smash input; if the [[C-Stick]] is set to smash attacks (which is used by default), one can also merely flick it upward while shielding to perform an immediate up smash out of shield. | *Any [[up smash]] can be used from a shielding position. Many of these are situational, as they are either too slow or have an insufficient horizontal range to hit an attacking opponent out of shield. Others can be especially effective, however. In ''Smash 64'', ''Melee'', ''Brawl'' and ''SSB4'', [[jump-canceling]] is required in order to perform an up smash out of shield (in ''Melee'' and ''Brawl'', [[Yoshi]] cannot jump out of shield, so this is impossible for him), but in ''Ultimate'', jump-canceling is not necessary in order to do so, as one can merely drop one's shield and bypass the shield-dropping animation entirely with an up smash input; if the [[C-Stick]] is set to smash attacks (which is used by default), one can also merely flick it upward while shielding to perform an immediate up smash out of shield. |
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