Fighter ability: Difference between revisions

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|rowspan=3|[[Kazuya]]||Omnidirectional tilt attacks||Kazuya has eight tilt attacks instead of the usual three, with the inputs including both diagonal and backward control stick movements.  
|rowspan=3|[[Kazuya]]||Omnidirectional tilt attacks||Kazuya has eight tilt attacks instead of the usual three, with the inputs including both diagonal and backward control stick movements.  
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|Crouching and Standing Attacks||Kazuya also has four additional attacks he can only use while crouching, separate from his standard down tilt. three of which use control stick inputs, while the fourth is inputted by standing back up immediately afterwards.   
|Crouching and Standing Attacks||Kazuya also has four additional attacks he can only use while crouching, separate from his standard down tilt, three of which use control stick inputs, while the fourth is inputted by standing back up immediately afterwards.   
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|{{b|Rage|Kazuya}}||When Kazuya is at either 100% damage or 1/4 of his maximum stamina, he enters Rage mode, which multiplies his attack power by 1.1, and allows him to use a Rage Drive (a stronger version of [[Heaven's Door]]) by either inputting it normally, with a grab, or a command input (→ ↓ ↘ + held attack/special, stronger than the previous two). Rage mode does not have a time limit, although it will end if Kazuya takes more than a certain amount of damage. This is calculated with '''((Number of missed grabs or down specials × 110) + (Damage taken during Rage × {{rollover|17.6|11.22 outside of 1v1 battles|?}})) >= 650'''. In context, with no missed grabs or down specials, it will take 36.93% to force Kazuya out of Rage<ref>https://twitter.com/Meshima_/status/1410142189804351488</ref><ref>https://docs.google.com/spreadsheets/d/1vb0eC-FfdNd46xoBaX-i8mSbSKUNstge41C1A5iN59I/edit#gid=1392188402</ref>. Can only be triggered once per stock.
|{{b|Rage|Kazuya}}||When Kazuya is at either 100% damage or 1/4 of his maximum stamina, he enters Rage mode, which multiplies his attack power by 1.1, and allows him to use a Rage Drive (a stronger version of [[Heaven's Door]]) by either inputting it normally, with a grab, or a command input (→ ↓ ↘ + held attack/special, stronger than the previous two). Rage mode does not have a time limit, although it will end if Kazuya takes more than a certain amount of damage. This is calculated with '''((Number of missed grabs or down specials × 110) + (Damage taken during Rage × {{rollover|17.6|11.22 outside of 1v1 battles|?}})) >= 650'''. In context, with no missed grabs or down specials, it will take 36.93% to force Kazuya out of Rage<ref>https://twitter.com/Meshima_/status/1410142189804351488</ref><ref>https://docs.google.com/spreadsheets/d/1vb0eC-FfdNd46xoBaX-i8mSbSKUNstge41C1A5iN59I/edit#gid=1392188402</ref>. Can only be triggered once per stock.
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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 perform 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]]
|[[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 perform 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 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]]
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