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(Added Names in other languages section. All names taken from Smash Ultimate. Have not provided translations since my skills are not perfect, would appreciate some help with that.) |
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The move involves the user spinning forward like a top with one leg outstretched. When used on the ground, it will not go over ledges, despite the user appearing to be airborne. | The move involves the user spinning forward like a top with one leg outstretched. When used on the ground, it will not go over ledges, despite the user appearing to be airborne. | ||
This move can be used as a decent horizontal [[recovery]] due to it slowing the user's fall while moving and not causing [[helpless]]ness (which gives the user quite a good recovery if combined with his [[Shoryuken]]), although the move can only be used once in midair. Additionally, it can be used to nullify [[projectile]]s. In ''Ultimate'', the | This move can be used as a decent horizontal [[recovery]] due to it slowing the user's fall while moving and not causing [[helpless]]ness (which gives the user quite a good recovery if combined with his [[Shoryuken]]), although the move can only be used once in midair. Additionally, it can be used to nullify [[projectile]]s. In ''Ultimate'', the grounded version makes the pivoting leg [[intangible]], allowing the move to fly over low attacks and small projectiles. | ||
The move's distance and power goes up if the special button is held rather than just tapped; when the button is tapped, Ryu spins once and deals 8–9% damage, while he spins thrice and deals 12% if the button is held, with enough diagonal knockback to KO at 165% in ''SSB4''. Ryu's leg is [[intangible]] while the move is active. When Ryu uses the regular special move input, he merely grunts. | The move's distance and power goes up if the special button is held rather than just tapped; when the button is tapped, Ryu spins once and deals 8–9% damage, while he spins thrice and deals 12% if the button is held, with enough diagonal knockback to KO at 165% in ''SSB4''. Ryu's attacking leg is [[intangible]] while the move is active. When Ryu uses the regular special move input, he merely grunts. | ||
Ken's Tatsumaki Senpukyaku lands multiple weaker hits rather than Ryu's single solid attack and while it deals more damage than Ryu's version if held, | Ken's Tatsumaki Senpukyaku lands multiple weaker hits rather than Ryu's single solid attack and while it deals more damage than Ryu's version if held, the grounded version does not grant intangibility to Ken's attacking leg. Ken's tapped Tatsumaki Senpukyaku hits twice when tapped, dealing a total of 6% when grounded and when held, it hits four times, dealing a total of 12% when grounded. However, the tapped version's final hit does considerably more knockback than the held version's, yet is still too weak to offer much utility compared to Ken's other options. Unlike Ryu, Ken announces "Tatsumaki Senpukyaku!" when grounded or "Tatsumaki!" when airborne, instead of merely grunting. | ||
If a player happens to use the Heavy Down Tilt and then input this move (by either Side B or Input), the ending lag cancels out and immediately makes Ryu use this move. The length concept is still used. A similar combo using the Light Down Tilt can be used for the Hadoken as well, although the Inputted one is usually the best to use. | If a player happens to use the Heavy Down Tilt and then input this move (by either Side B or Input), the ending lag cancels out and immediately makes Ryu use this move. The length concept is still used. A similar combo using the Light Down Tilt can be used for the Hadoken as well, although the Inputted one is usually the best to use. |
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