Fighter ability: Difference between revisions

Tag: Mobile edit
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|[[Passive shield]]||Certain fighters are equipped with a special shield that passively blocks any [[reflect]]able [[projectile]] coming from their front while standing, [[walk]]ing, or [[crouch]]ing. The shield will not block projectiles if the fighter is holding an item. Link's shield in ''Smash 64'' is purely aesthetic.||[[Link]] (since {{GameIcon|SSBM}}), [[Young Link]], [[Toon Link]], [[Hero]]
|[[Passive shield]]||Certain fighters are equipped with a special shield that passively blocks any [[reflect]]able [[projectile]] coming from their front while standing, [[walk]]ing, or [[crouch]]ing. The shield will not block projectiles if the fighter is holding an item. Link's shield in ''Smash 64'' is purely aesthetic.||[[Link]] (since {{GameIcon|SSBM}}), [[Young Link]], [[Toon Link]], [[Hero]]
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|Resource Management||Certain characters require materials to use some of their moves. Many of Inkling's moves are fueled by an [[Ink Tank]], but she can continue using weaker versions of any move that use ink that deal less damage and do not apply the {{b|ink|status}} status effect (with the exception of down special and neutral special), and can reload by either a shield + special input or by using neutral special with zero ink. Hero's special moves require an [[MP Gauge]] that regenerates automatically when he has less than 100 MP. His down special gives a menu of four random spells out of 21 that pauses the MP regeneration and has a set MP cost for each spell, while his other three specials can be charged into three variants each, with the stronger variants requiring more MP. Steve can replenish materials with his neutral special on the ground, and cannot use moves that require materials if he does not have the sufficient material, with the exception of his down throw, which becomes weaker.||[[Inkling]], [[Hero]], [[Steve]]
|Resource Management||Certain characters require materials to use some of their moves. Many of Inkling's moves are fueled by an [[Ink Tank]], but she can continue using weaker versions of any move that use ink that deal less damage and do not apply the {{b|ink|status}} status effect (with the exception of down special and neutral special), and can reload by either a shield + special input or by using neutral special with zero ink. Hero's special moves require an [[MP Gauge]] that regenerates automatically when he has less than 100 MP, or when he attacks, recharging based on 0.8x the amount of base damage the attack deals. His down special gives a menu of four random spells out of 21 that pauses the MP regeneration and has a set MP cost for each spell, while his other three specials can be charged into three variants each, with the stronger variants requiring more MP. Steve can replenish materials with his neutral special on the ground, and cannot use moves that require materials if he does not have the sufficient material, with the exception of his down throw, which becomes weaker.||[[Inkling]], [[Hero]], [[Steve]]
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|Smash attack penalties {{GameIcon|SSBU}}||While most characters in ''Ultimate'' can hold fully-charged smash attacks for up to 120 frames, Min Min's forward smash can only be held for 30 frames, and all of Bayonetta and Olimar's smashes, Mega Man and Villager's forward smashes, and Ness's up and down smashes can only be held for 60 frames. Additionally, all of these attacks except Min Min and Mega Man's forward smashes have a 1.2x damage multiplier when fully charged instead of the usual 1.4x. Mega Man's forward smash has a 1.3x multiplier instead.||[[Bayonetta]], [[Mega Man]], [[Min Min]], [[Ness]], [[Olimar]], [[Villager]]
|Smash attack penalties {{GameIcon|SSBU}}||While most characters in ''Ultimate'' can hold fully-charged smash attacks for up to 120 frames, Min Min's forward smash can only be held for 30 frames, and all of Bayonetta and Olimar's smashes, Mega Man and Villager's forward smashes, and Ness's up and down smashes can only be held for 60 frames. Additionally, all of these attacks except Min Min and Mega Man's forward smashes have a 1.2x damage multiplier when fully charged instead of the usual 1.4x. Mega Man's forward smash has a 1.3x multiplier instead.||[[Bayonetta]], [[Mega Man]], [[Min Min]], [[Ness]], [[Olimar]], [[Villager]]
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