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m (→Single fighters and clones: worth noting, at least in my opinion) |
(New seperate article for Limit added.) |
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|[[Bowser Jr.]]||[[Junior Clown Car]]||Bowser Jr. takes 0.88× of the damage that an attack would usually deal if the Junior Clown Car is hit. However, if his body is hit, he takes 1.15× of the usual damage instead. In ''SSB4'', Bowser Jr.'s hurtbox takes priority over that of the Clown Car, but this is reversed in ''Ultimate''. | |[[Bowser Jr.]]||[[Junior Clown Car]]||Bowser Jr. takes 0.88× of the damage that an attack would usually deal if the Junior Clown Car is hit. However, if his body is hit, he takes 1.15× of the usual damage instead. In ''SSB4'', Bowser Jr.'s hurtbox takes priority over that of the Clown Car, but this is reversed in ''Ultimate''. | ||
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|[[Cloud]]||[[Limit | |[[Cloud]]||[[Limit (status)|Limit Gauge]]||Cloud possesses a meter that fills up by dealing damage, taking damage, or using his down special, [[Limit Charge]]. Dealing 250% damage (150% in ''Ultimate''), taking 100% damage, or using Limit Charge for 400 frames (6.67 seconds) will fill an empty meter. When the Limit Gauge is full, Cloud enters the Limit Break status, which enhances his mobility while active, and causes the next special move he uses to become much more powerful, emptying the meter afterwards. In ''Ultimate'', the gauge is now visible on the [[Damage meter]] at all times; however, the Limit Break status now disappears if a special move is not used for 15 seconds after its activation, and Cloud actually loses some of the Limit Gauge if he is hit while charging it with Limit Charge. | ||
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|rowspan=2|[[Donkey Kong]]||Kong Karry||Donkey Kong's [[forward throw]] allows him to walk and jump while carrying an opponent, and it also provides him with four additional "cargo throws". | |rowspan=2|[[Donkey Kong]]||Kong Karry||Donkey Kong's [[forward throw]] allows him to walk and jump while carrying an opponent, and it also provides him with four additional "cargo throws". |
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