Plasma Wire: Difference between revisions
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|user=[[Zero Suit Samus (SSBB)|Zero Suit Samus]] | |user=[[Zero Suit Samus (SSBB)|Zero Suit Samus]] | ||
|universe=[[Metroid (universe)|Metroid]] | |universe=[[Metroid (universe)|Metroid]] | ||
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|interwikiname=Metroid Wiki | |||
|interwikipage=Plasma Whip | |||
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'''Plasma Wire''' is [[Zero Suit Samus (SSBB)|Zero Suit Samus]]'s [[up special move]]. She fires her whip upwards, pulling anyone above her downwards. If used on someone who is on the ground next to Zero Suit Samus, it will knock them up, hitting multiple times, until they hit the end, at which point it will pull them back down. If used on an airborne opponent while off the stage, it will pull them down and they will keep going, effectively [[meteor smash|spiking]] them, though the tip of the Plasma Wire must connect with the opponent to cause this effect. The player can chain this move multiple times to accumulate [[damage]], and [[tech]]ing out of it can be difficult. However, the timing is harder to get as the damage goes up. | '''Plasma Wire''' is [[Zero Suit Samus (SSBB)|Zero Suit Samus]]'s [[up special move]]. She fires her whip upwards, pulling anyone above her downwards. If used on someone who is on the ground next to Zero Suit Samus, it will knock them up, hitting multiple times, until they hit the end, at which point it will pull them back down. If used on an airborne opponent while off the stage, it will pull them down and they will keep going, effectively [[meteor smash|spiking]] them, though the tip of the Plasma Wire must connect with the opponent to cause this effect. The player can chain this move multiple times to accumulate [[damage]], and [[tech]]ing out of it can be difficult. However, the timing is harder to get as the damage goes up. |
Revision as of 08:47, January 24, 2012
Plasma Wire | |
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Zero Suit Samus, using the Plasma Wire to attack Pit. | |
User | Zero Suit Samus |
Universe | Metroid |
Article on Metroid Wiki | Plasma Whip |
Plasma Wire is Zero Suit Samus's up special move. She fires her whip upwards, pulling anyone above her downwards. If used on someone who is on the ground next to Zero Suit Samus, it will knock them up, hitting multiple times, until they hit the end, at which point it will pull them back down. If used on an airborne opponent while off the stage, it will pull them down and they will keep going, effectively spiking them, though the tip of the Plasma Wire must connect with the opponent to cause this effect. The player can chain this move multiple times to accumulate damage, and teching out of it can be difficult. However, the timing is harder to get as the damage goes up.
The Plasma Wire can tether recover to any ledge above Zero Suit Samus, automatically grappling it. If the ledge is at or below the horizontal, however, it will not grapple to it.
If the player jumped off the edge but has not used their second jump, using this move will make them move upwards a bit.
Description from the Instruction Booklet
Send out a long tendril of plasma upwards. It can latch onto enemies and pull them close.