Down smash: Difference between revisions
→Notable down smashes: Added Sephiroth's context sensitive properties
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*{{SSBU|Wolf}}'s down smash in ''Ultimate'' is also considered to be one of the best in the game due to its large hitbox that hits below the stage, giving it amazing [[2 frame punish]] potential, while it's very high power (even when sourspotted, although its sweetspot is still much stronger) allows it to kill at 60% from the ledge. It also has a rather low endlag despite its moderate startup. This makes it one of Wolf's best edgeguarding tools as well as one of his most reliable KO options. | *{{SSBU|Wolf}}'s down smash in ''Ultimate'' is also considered to be one of the best in the game due to its large hitbox that hits below the stage, giving it amazing [[2 frame punish]] potential, while it's very high power (even when sourspotted, although its sweetspot is still much stronger) allows it to kill at 60% from the ledge. It also has a rather low endlag despite its moderate startup. This makes it one of Wolf's best edgeguarding tools as well as one of his most reliable KO options. | ||
*{{SSBU|Byleth}}'s down smash is notorious for being one of the strongest down smashes in the game as well as dealing massive shield damage. Although this move has much more startup and ending lag, it can be used to set up shield breaks, such as hitting an opponent's shield with any attack and performing an uncharged down smash if the opponent shields more often. This is one of Byleth's best finishers against shielding opponents. | *{{SSBU|Byleth}}'s down smash is notorious for being one of the strongest down smashes in the game as well as dealing massive shield damage. Although this move has much more startup and ending lag, it can be used to set up shield breaks, such as hitting an opponent's shield with any attack and performing an uncharged down smash if the opponent shields more often. This is one of Byleth's best finishers against shielding opponents. | ||
*{{SSBU|Sephiroth}}'s down smash has the same property, although the move can only connect when the tip of his sword hits the ground and hits in front of him. It is essentially more useful since he can punish shielding opponents or by setting up a fully-charged [[Shadow Flare]] which forces opponents to shield an attack. | |||
**Additionally, Sephiroth's down smash is the only move in the game which has its properties altered depending on whether the hitbox touches the ground or not. Specifically, if the tip of Masamune is planted on the ground, it will be stronger and launch debris into the air, which increases its range. Conversely, if the tip of the sword does not find solid ground (usually if Sepheroth is close to and facing the ledge or on small platforms) the move will be weaker and lack the extra range. | |||
== See also == | == See also == |