Dragon Fang Shot: Difference between revisions
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Dragon Fang Shot involves Corrin transforming one hand into a draconic mouth that fires a [[paralyze|paralyzing]] blast of water and bites right afterwards. Both parts of the move can be individually [[charge]]d on the spot prior to their execution. | Dragon Fang Shot involves Corrin transforming one hand into a draconic mouth that fires a [[paralyze|paralyzing]] blast of water and bites right afterwards. Both parts of the move can be individually [[charge]]d on the spot prior to their execution. | ||
The water projectile's damage, knockback, paralyzing power, and range increases with its charge, ranging from 4%-11% damage. Corrin follows up the shot with a bite from the same draconic mouth created from Dragon Fang. The bite's damage, knockback, and range can be increased by continuing to hold the button after shooting a fully charged shot, or by quickly pressing and holding the button again after firing a partially charged shot. This bite is an easy and powerful followup for nearby opponents, with its damage output ranging from 10%-17.7% before the full charge, and 20% at full charge. However, the bite deals more knockback when released a few frames before the full charge, similar to [[Roy]]'s [[Flare Blade]] or [[Ike]]'s [[Eruption]] | The water projectile's damage, knockback, paralyzing power, and range increases with its charge, ranging from 4%-11% damage. Corrin follows up the shot with a bite from the same draconic mouth created from Dragon Fang. The bite's damage, knockback, and range can be increased by continuing to hold the button after shooting a fully charged shot, or by quickly pressing and holding the button again after firing a partially charged shot. This bite is an easy and powerful followup for nearby opponents, with its damage output ranging from 10%-17.7% before the full charge, and 20% at full charge. However, the bite deals more knockback when released a few frames before the full charge, similar to [[Roy]]'s [[Flare Blade]] or [[Ike]]'s [[Eruption]]. In ''Ultimate'', this phenomenon is less noticeable, since the full charge bite's knockback was increased from the previous game, making the near full charge and full charge bite closer in launching power. | ||
This move can | This move can be used to bait approaches and punish over commitments with solid launch power and damage, and provides Corrin with several different timing mixups, through varying the charge times. This can make the opponent fall out of the move, if Corrin's charges aren't timed to have the hits connect. Due to the shot's speed and size, it can be difficult to utilise as a traditional zoning projectile, or as a projectile you can run behind to approach. In the circumstance the shot does connect from afar, you can cancel the bite by releasing the special button, which can potentially give Corrin enough time to combo into another one of their moves, like Dragon Lunge or forward smash. Using this move with creative timings and aerial momentum, combined with momentum shifts like wavebounces, makes this a very versatile and freeform special, and is effective as a combo finisher, niche combo starter, hard punish move, and sometimes more. | ||
Both portions of the move have low [[priority]]. Therefore, they cannot nullify non-projectile hitboxes, and any such attack will always hit Corrin without trading blows while the hitboxes of this move are active. | Both portions of the move have low [[priority]]. Therefore, they cannot nullify non-projectile hitboxes, and any such attack will always hit Corrin without trading blows while the hitboxes of this move are active. |
Revision as of 12:37, May 18, 2021
Dragon Fang Shot | |
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Dragon Fang Shot in Ultimate. | |
User | Corrin |
Universe | Fire Emblem |
Dragon Fang Shot (竜穿射, Dragon Fang Shot) is Corrin's neutral special move.
Overview
Dragon Fang Shot involves Corrin transforming one hand into a draconic mouth that fires a paralyzing blast of water and bites right afterwards. Both parts of the move can be individually charged on the spot prior to their execution.
The water projectile's damage, knockback, paralyzing power, and range increases with its charge, ranging from 4%-11% damage. Corrin follows up the shot with a bite from the same draconic mouth created from Dragon Fang. The bite's damage, knockback, and range can be increased by continuing to hold the button after shooting a fully charged shot, or by quickly pressing and holding the button again after firing a partially charged shot. This bite is an easy and powerful followup for nearby opponents, with its damage output ranging from 10%-17.7% before the full charge, and 20% at full charge. However, the bite deals more knockback when released a few frames before the full charge, similar to Roy's Flare Blade or Ike's Eruption. In Ultimate, this phenomenon is less noticeable, since the full charge bite's knockback was increased from the previous game, making the near full charge and full charge bite closer in launching power.
This move can be used to bait approaches and punish over commitments with solid launch power and damage, and provides Corrin with several different timing mixups, through varying the charge times. This can make the opponent fall out of the move, if Corrin's charges aren't timed to have the hits connect. Due to the shot's speed and size, it can be difficult to utilise as a traditional zoning projectile, or as a projectile you can run behind to approach. In the circumstance the shot does connect from afar, you can cancel the bite by releasing the special button, which can potentially give Corrin enough time to combo into another one of their moves, like Dragon Lunge or forward smash. Using this move with creative timings and aerial momentum, combined with momentum shifts like wavebounces, makes this a very versatile and freeform special, and is effective as a combo finisher, niche combo starter, hard punish move, and sometimes more.
Both portions of the move have low priority. Therefore, they cannot nullify non-projectile hitboxes, and any such attack will always hit Corrin without trading blows while the hitboxes of this move are active.
In the Japanese language, male and female Corrin occasionally shout "くらえ!" (Take this!) or "行きます!" (Here we go!) respectively while using the move. Both genders of Corrin may also say 行け!" (Go!)
Instructional quote
Move List | Shoots a paralyzing projectile from Corrin's dragon arm, which bites any close enemies. Can be charged up. |
Customization
Special Move customization was added in Super Smash Bros. 4. These are the variations:
1. Dragon Fang Shot |
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"Corrin's dragon arm shoots a paralyzing projectile and then bites the enemy. Can be charged up." |
- Dragon Fang Shot: Default.
Like the other DLC characters, Corrin lacks custom move variations.
Origin
In Fire Emblem Fates, the Nohr Prince and Nohr Princess classes possess the Dragon Fang skill, which adds 50% of their attack value to their damage output when activated. If wielding a sword or tome, the character transforms parts of his or her body into that of a dragon's to attack. This move comes from the final part of the Dragon Fang attack, in which the character transforms his or her free hand into a draconic mouth and fires either a shot of water when wielding a sword or a shot of magic when wielding a tome. After firing, the draconic mouth clamps down its jaws and retracts. The ability to attack with the draconic mouth after firing the shot is unique to the Super Smash Bros. series.
While the term 竜穿 translates more literally to "dragon drill", the games even in the Japanese versions dub it contextually as "Dragon Fang".
Gallery
Dragon Fang Shot as shown by the Move List in Ultimate.
Names in other languages
Trivia
- This is the only chargeable special move in the series comprised of two successive attacks that can be individually and successively charged.
- Despite being a ball of water, the projectile of this move does not receive a boost from spirits that increase water damage.