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{{ArticleIcons|brawl=y}} | {{ArticleIcons|brawl=y}} | ||
{{ | {{image|gif of shellshifting in action}} | ||
'''Shellshifting''' is a a blanket term for several advanced techniques exclusive to {{SSBB|Squirtle}} in ''[[Super Smash Bros Brawl]]''. By exploiting quirks in Squirtle's unique dash pivot, offensive and defensive options and possibilities are enhanced, much like a [[wavedash]] in ''[[Melee]]''. | '''Shellshifting''' is a a blanket term for several advanced techniques exclusive to {{SSBB|Squirtle}} in ''[[Super Smash Bros Brawl]]''. By exploiting quirks in Squirtle's unique dash pivot, offensive and defensive options and possibilities are enhanced, much like a [[wavedash]] in ''[[Melee]]''. | ||
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===Shellshift to grab === | ===Shellshift to grab === | ||
Squirtle's grab range | Squirtle's grab range can be increased greatly by grabbing while shellshifting, turning it into a high-speed, mobile standing grab, increasing the grab's range and decreasing its predictability, surprising unsuspecting opponents. This technique is superior to the standard running grab due to decreased lag and increased distance, and upon grabbing Squirtle often slides a small distance while holding its opponent, making a down-throw KO at high percents even more likely should Squirtle slide the grabbed opponent to the end of the ledge. | ||
===Hydroplane=== | ===Hydroplane=== | ||
Hydroplane is a technique that involves combining a shellshift with a [[jump-cancel]]ed [[smash attack]] to slide across a tremendous distance (almost all of [[Final Destination (SSBB)|Final Destination]]) while charging a smash attack. While one of the most difficult applications of shellshifting, requiring several nearly frame-perfect actions in quick succession, the mobility and pressure rewarded for pulling it off is very much worth the effort. It can also be used to slide other moves such as his grab and tilts. It is frequently used as the first part of a Pump slide. | |||
===Pump slide=== | ===Pump slide=== | ||
The Pump slide involves fully completing a shell shift (the longest possible slide the player can get) and then performing a jump-canceled up smash; essentially performing a Hydroplane. If done incorrectly, Squirtle will just slide a small distance and do its up smash (a regular [[Slide smash|dashing up-smash]], or "hyphen smash"). It is easiest to do when Tap Jump is turned "on," as the game will register a canceled jump automatically upon performing the up-smash command. However, it can also be done by pressing the jump button at almost the exact same moment as [[A]] (the [[C-stick]] should not be used). Although the jump technically registers before the up smash, it should feel as though the player is pressing the buttons at the same time. | |||
If performed correctly, several options open up for the Squirtle player. One option is to leave the smash uncharged, which will release the move at roughly the middle of Final Destination while Squirtle itself slides the rest of the distance, making for a very quick mid-to-long range KO move. Another option is to charge the smash so that Squirtle takes it with him to the end of the stage, releasing a more powerful eruption of water over a longer distance. Either of these methods can be used to simply give Squirtle some defense as it attempts to cross the stage more quickly than either its dash or its [[Withdraw]] move would allow. | |||
==External links== | ==External links== |
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