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!data-sort-type="number"|Ability!!Description!!Characters | !data-sort-type="number"|Ability!!Description!!Characters | ||
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|1-on-1 facing {{GameIcon|SSBU}} ||When certain fighters have one opponent remaining (counting teammates as foes if [[Team Attack]] is turned on), they will always automatically face the opponent, unless they turn around from a run or are in midair. These fighters have a unique ability where dashing away from an opponent causes them to briefly hop backwards before the proper dash starts, sometimes refered to as a back fade. This ability makes it easier to perform the desired [[command-input move]]s and allows them to punish [[roll]]s and [[cross up]]s more easily than other characters, but makes moves like [[back aerial]] less practical and more niche. A quirk with this ability is that affected fighters while airborne do not automatically turn around when jumping over an opponent until landing. While not usually important, this does noticeably effect Terry with the player sometimes unintentionally activating [[Burning Knuckle]] or [[Crack Shoot]] because one would intuitively assume the other move would come out. This ability is also disabled when 3 or more players are in a game, reversing the aforementioned advantages and disadvantages, but if these characters are on a team against a single opponent, this ability is enabled. Luma has a somewhat similar mechanic that will make | |1-on-1 facing {{GameIcon|SSBU}} ||When certain fighters have one opponent remaining (counting teammates as foes if [[Team Attack]] is turned on), they will always automatically face the opponent, unless they turn around from a run or are in midair. These fighters have a unique ability where dashing away from an opponent causes them to briefly hop backwards before the proper dash starts, sometimes refered to as a back fade. This ability makes it easier to perform the desired [[command-input move]]s and allows them to punish [[roll]]s and [[cross up]]s more easily than other characters, but makes moves like [[back aerial]] less practical and more niche. A quirk with this ability is that affected fighters while airborne do not automatically turn around when jumping over an opponent until landing. While not usually important, this does noticeably effect Terry with the player sometimes unintentionally activating [[Burning Knuckle]] or [[Crack Shoot]] because one would intuitively assume the other move would come out. This ability is also disabled when 3 or more players are in a game, reversing the aforementioned advantages and disadvantages, but if these characters are on a team against a single opponent, this ability is enabled. Luma has a somewhat similar mechanic that will make it automatically turn around to face another fighter within its proximity when separated from [[Rosalina]], though this is not affected by the total number of players.||[[Ryu]], [[Ken]], [[Terry]], [[Kazuya]], [[Luma]] (partial) | ||
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|[[Command-input move]]s||Certain characters can access upgraded versions of their special moves or unique special moves by moving the [[control stick]] in a specific motion, then pressing a button in a specific window of time. While these versions are more complicated to activate, they are more powerful to compensate. Additionally, certain characters may have command input moves that do not have a special move counterpart. Uniquely, Kazuya can perform a command input without pressing the attack or special button, which will simply make him perform a [[Crouch Dash]]; the Crouch Dash can be cancelled in certain command-input moves depending from the timing and the button pressed.||[[Ryu]], [[Ken]], [[Terry]], [[Kazuya]] | |[[Command-input move]]s||Certain characters can access upgraded versions of their special moves or unique special moves by moving the [[control stick]] in a specific motion, then pressing a button in a specific window of time. While these versions are more complicated to activate, they are more powerful to compensate. Additionally, certain characters may have command input moves that do not have a special move counterpart. Uniquely, Kazuya can perform a command input without pressing the attack or special button, which will simply make him perform a [[Crouch Dash]]; the Crouch Dash can be cancelled in certain command-input moves depending from the timing and the button pressed.||[[Ryu]], [[Ken]], [[Terry]], [[Kazuya]] | ||
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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]]. 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]] | |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 four tomes and Levin Sword lose durability once the required weapon is used, and replenish over time once that weapon runs out of durability. Once any of Robin's weapons lose durability, it becomes a throwable item, but special moves and jab finishes 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]] also loses durability upon use, and may only be used five times per stock, only replenishing back to its maximum | |Durability||Certain fighters' moves can only be used a certain number of times before running out of durability. Robin's four tomes and Levin Sword lose durability once the required weapon is used, and replenish over time once that weapon runs out of durability. Once any of Robin's weapons lose durability, it becomes a throwable item, but special moves and jab finishes 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]] also loses durability upon use, and may only be used five times per stock, only replenishing back to its maximum once the duo respawns after being KOed. Steve's weapons and tools only lose durability if their hitboxes connect against other opponents or if they are used to mine; they can be replaced, repaired, or upgraded by crafting. Steve can use his fists as weaker versions of his regular attacks or as slower way to mine if a required 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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|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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|Mid-battle transformation||Certain fighters are able to switch into a completely different fighter via one of their special moves. Most of them switch via [[Transform|their]] [[Pokémon Change|down]] [[Swap|specials]], with the | |Mid-battle transformation||Certain fighters are able to switch into a completely different fighter via one of their special moves. Most of them switch via [[Transform|their]] [[Pokémon Change|down]] [[Swap|specials]], with the exception of Samus and Zero Suit Samus in ''Brawl'', who switch after using their respective [[Zero Laser|Final]] [[Power Suit Samus|Smashes]], in addition to Samus being able to transform into her Zero Suit form by inputting a [[Smash Taunt]] (though she cannot transform back into her Power Suit form through this method). While {{SSB4|Zelda}}, {{SSB4|Sheik}}, {{SSB4|Samus}} and {{SSB4|Zero Suit Samus}} were all split into separate characters in ''SSB4'' along with Pokémon Trainer, Squirtle, and Ivysaur being absent, {{SSB4|Charizard}} appeared as a separate fighter before returning to the team in ''Ultimate''. In ''Ultimate'', despite all characters listed here being present, the only veteran who regained the ability to transform was Pokémon Trainer.||[[Zelda]]/[[Sheik]]{{GameIcon|SSBM}}{{GameIcon|SSBB}}, [[Samus]]/[[Zero Suit Samus]]{{GameIcon|SSBB}}, [[Pokémon Trainer]] ([[Squirtle]]/[[Ivysaur]]/[[Charizard]]){{GameIcon|SSBB}}{{GameIcon|SSBU}}, [[Pyra]]/[[Mythra]] | ||
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|Moving neutral attack||Certain fighters can use their [[neutral attack]] while moving and jumping, in effect acting as their [[side tilt]] and [[neutral aerial]] as well.<br>In the case of Min Min, [[Punch]] does not act as her neutral aerial, but rather as her [[forward aerial|forward]] and [[back aerial]], as well as her [[forward smash]], grounded held [[neutral special]], and [[side special]].||[[Mega Man]], [[Min Min]], [[Steve]] | |Moving neutral attack||Certain fighters can use their [[neutral attack]] while moving and jumping, in effect acting as their [[side tilt]] and [[neutral aerial]] as well.<br>In the case of Min Min, [[Punch]] does not act as her neutral aerial, but rather as her [[forward aerial|forward]] and [[back aerial]], as well as her [[forward smash]], grounded held [[neutral special]], and [[side special]].||[[Mega Man]], [[Min Min]], [[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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|Smash-inputted [[ | |Smash-inputted [[aerial attack]]s||Most fighters use the same aerial attacks, regardless of if the stick is inputted as a tilt attack or as a [[smash attack]]. However, using a smash input will allow Robin to use the Levin Sword for aerial attacks as long as it has durability (tilt inputs will make Robin use the Bronze Sword), and Min Min can charge her forward and backwards aerial attacks identically to a conventional smash attack.||[[Robin]], [[Min Min]] | ||
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|Special + Shield Input||By pressing the shield and special inputs, certain fighters can perform a unique special ability. [[Inkling]] refills the ink gauge, while [[Steve]] summons his crafting table.||[[Inkling]], [[Steve]] | |Special + Shield Input||By pressing the shield and special inputs, certain fighters can perform a unique special ability. [[Inkling]] refills the ink gauge, while [[Steve]] summons his crafting table.||[[Inkling]], [[Steve]] |
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