Fighter ability: Difference between revisions
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|[[Double jump#Delayed double jumps|Delayed double jumps]]||Certain fighters have double jumps that have a short pause before applying a slower and constant upwards boost, controlled by animation rather than an immediate velocity change. In many cases, the jump is launched at from an arc, rather than straight upward. Depending on the game, the floatiness of such second jumps allows for several techniques such as [[double jump cancel]]ing and rising aerials.||[[Ness]], [[Lucas]], [[Mewtwo]], [[Yoshi]] {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}, [[Peach]] {{GameIcon|SSBM}}, [[Kazuya]], [[Sora]] | |[[Double jump#Delayed double jumps|Delayed double jumps]]||Certain fighters have double jumps that have a short pause before applying a slower and constant upwards boost, controlled by animation rather than an immediate velocity change. In many cases, the jump is launched at from an arc, rather than straight upward. Depending on the game, the floatiness of such second jumps allows for several techniques such as [[double jump cancel]]ing and rising aerials.||[[Ness]], [[Lucas]], [[Mewtwo]], [[Yoshi]] {{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}, [[Peach]] {{GameIcon|SSBM}}, [[Kazuya]], [[Sora]] | ||
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|Dodge leniency||During some of the early [[frame]]s of a [[roll]], [[spot dodge]], or [[air dodge]], or in Bayonetta's case some of the late frames of [[Witch Time]] as well, certain fighters will perform unique dodging animations and take only half the usual [[damage]] with no [[knockback]]. The mechanic has different names depending on the fighter; Bayonetta's is called [[Bat Within]], while Mythra's is called [[Foresight]].||[[Bayonetta]], [[Mythra]] | |Dodge leniency||During some of the early [[frame]]s of a [[roll]], [[spot dodge]], or [[air dodge]], or in Bayonetta's case some of the late frames of [[Witch Time]] as well, certain fighters will perform unique dodging animations and take only half the usual [[damage]] with no [[knockback]]. Mythra's version will also inflict a brief slowdown effect on her opponent. The mechanic has different names depending on the fighter; Bayonetta's is called [[Bat Within]], while Mythra's is called [[Foresight]].||[[Bayonetta]], [[Mythra]] | ||
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|Durability||Certain fighters' moves can only be used a certain number of times before running out of durability. Robin's weapons lose durability once the weapon is used and replenish over time once that weapon runs out of durability, Steve's only lose durability if its hitbox connects and can be replenished by replacing damaged tools and weapons at a crafting table, while Banjo & Kazooie's golden feathers only replenish between [[KO]]s. Once Robin's weapons lose durability, they become a throwable item, but special moves can not be used if the required tome is regenerating, and aerial and smash attacks can only use the Bronze Sword if the Levin Sword is regenerating. Banjo & Kazooie's [[Wonderwing]] may only be used five times per stock before running out of durability, as any further attempts will cause the duo to stumble. Steve can use his fists as weaker versions of his regular attacks or a slower way to mine if a weapon or tool runs out of durability.||[[Robin]], [[Banjo]] & [[Kazooie]], [[Steve]] | |Durability||Certain fighters' moves can only be used a certain number of times before running out of durability. Robin's weapons lose durability once the weapon is used and replenish over time once that weapon runs out of durability, Steve's only lose durability if its hitbox connects and can be replenished by replacing damaged tools and weapons at a crafting table, while Banjo & Kazooie's golden feathers only replenish between [[KO]]s. Once Robin's weapons lose durability, they become a throwable item, but special moves can not be used if the required tome is regenerating, and aerial and smash attacks can only use the Bronze Sword if the Levin Sword is regenerating. Banjo & Kazooie's [[Wonderwing]] may only be used five times per stock before running out of durability, as any further attempts will cause the duo to stumble. Steve can use his fists as weaker versions of his regular attacks or a slower way to mine if a weapon or tool runs out of durability.||[[Robin]], [[Banjo]] & [[Kazooie]], [[Steve]] | ||
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|[[Gliding]] {{GameIcon|SSBB}}||In ''Brawl'', holding the jump button while certain characters are in midair will cause them to glide. This allows them to have an additional "[[glide attack]]". In ''Ultimate'', [[SSBU|Steve]] has a pseudo-glide that functions similar to previous glides, but it is [[Elytra|his dedicated]] [[up special]] and he has no glide attack.||[[Meta Knight]], [[Pit]], [[Charizard]] | |[[Gliding]] {{GameIcon|SSBB}}||In ''Brawl'', holding the jump button while certain characters are in midair will cause them to glide. This allows them to have an additional "[[glide attack]]". In ''Ultimate'', [[SSBU|Steve]] has a pseudo-glide that functions similar to previous glides, but it is [[Elytra|his dedicated]] [[up special]] and he has no glide attack.||[[Meta Knight]], [[Pit]], [[Charizard]] | ||
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|[[Grab aerial]]||While no fighter can [[grab]] in midair (outside of [[command grab]]s), certain fighters can activate the grab in midair to attack instead of grab. This move is also sometimes referred to as a [[Zair]], due to players typically pressing the [[Z Button]] while airborne to preform the move. With the exception of [[Luigi]]'s, all grab attacks can also act as a [[tether recovery]]. Also unique to Luigi is that | |[[Grab aerial]]||While no fighter can [[grab]] in midair (outside of [[command grab]]s), certain fighters can activate the grab in midair to attack instead of grab. This move is also sometimes referred to as a [[Zair]], due to players typically pressing the [[Z Button]] while airborne to preform the move. With the exception of [[Luigi]]'s, all grab attacks can also act as a [[tether recovery]]. Also unique to Luigi is that the projectile will still be launched if Luigi inputs grab in the air but lands before before the projectile is launched.||See [[Grab aerial#List of grab aerials|this list]] | ||
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|Hydrophobia <!--name from the Tips--> {{GameIcon|SSBU}} ||Certain fighters will take continuous damage while [[swimming]], and will be in their drowning animation for as long as they swim. This does not affect how long they can swim.||[[Charizard]], [[Incineroar]], [[Inkling]], [[Sonic]] | |Hydrophobia <!--name from the Tips--> {{GameIcon|SSBU}} ||Certain fighters will take continuous damage while [[swimming]], and will be in their drowning animation for as long as they swim. This does not affect how long they can swim.||[[Charizard]], [[Incineroar]], [[Inkling]], [[Sonic]] |