Plasma Whip: Difference between revisions
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The move is a little [[lag]]gy after extending, but comes out at about the speed of a smash attack. In the air, it can be used as a [[tether recovery]]; it differs from her other tether move, the [[Plasma Wire]], in that it has longer horizontal [[range]], but much less vertical range, giving Zero Suit Samus several options for tethering, depending on whether she is level with or below the ledge. The Plasma Wire can also grapple ledges that are below Zero Suit Samus' level, which can be useful for varying up her recovery. There is a small blind spot in the middle of the Plasma Whip which the opponent is not hit. If spaced correctly, it can be used after a [[down smash]]. | The move is a little [[lag]]gy after extending, but comes out at about the speed of a smash attack. In the air, it can be used as a [[tether recovery]]; it differs from her other tether move, the [[Plasma Wire]], in that it has longer horizontal [[range]], but much less vertical range, giving Zero Suit Samus several options for tethering, depending on whether she is level with or below the ledge. The Plasma Wire can also grapple ledges that are below Zero Suit Samus' level, which can be useful for varying up her recovery. There is a small blind spot in the middle of the Plasma Whip which the opponent is not hit. If spaced correctly, it can be used after a [[down smash]]. | ||
==Customization== | |||
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the known variations: | |||
# '''Snare Whip''': Ensnares opponent and draws them in, does not connect if you are too close to the opponent. | |||
==Description from the Instruction Booklet== | ==Description from the Instruction Booklet== |
Revision as of 18:11, September 16, 2014
Plasma Whip | |
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Zero Suit Samus using Plasma Whip. | |
User | Zero Suit Samus |
Universe | Metroid |
Article on Metroid Wiki | Plasma Whip |
- Not to be confused with Plasma Wisp or Plasma Wire.
Plasma Whip (プラズマウィップ Purazuma Uippu) is Zero Suit Samus's side special move in Super Smash Bros. Brawl and Super Smash Bros. 4.
Overview
Upon pressing the special button, Samus shoots the Plasma Whip forward a long distance, with small knockback and damage throughout its length, except for a fairly large sweetspot at the tip. The body of the whip can knock the enemy into the tip, which has large knockback (at least as large as Samus' side smash, but with longer range) and is considered her best KO move outside of her forward and back aerials. Does 19% damage (if the opponent is close to Samus because its pushed to the tip, doing two hits), 16% if only the tip hits.
The move is a little laggy after extending, but comes out at about the speed of a smash attack. In the air, it can be used as a tether recovery; it differs from her other tether move, the Plasma Wire, in that it has longer horizontal range, but much less vertical range, giving Zero Suit Samus several options for tethering, depending on whether she is level with or below the ledge. The Plasma Wire can also grapple ledges that are below Zero Suit Samus' level, which can be useful for varying up her recovery. There is a small blind spot in the middle of the Plasma Whip which the opponent is not hit. If spaced correctly, it can be used after a down smash.
Customization
Special Move customization was added in Super Smash Bros. 4. These are the known variations:
- Snare Whip: Ensnares opponent and draws them in, does not connect if you are too close to the opponent.
Description from the Instruction Booklet
Attack with a lash formed of plasma. This move can also be used to grab onto the stage edges.
Trivia
- Through hacking, unique item grabbing and throwing animations have been found for Plasma Whip. This suggests that the move was, at one point, also designed to have the ability to grab items from afar and fling them towards opponents. Judging from the animations, it also suggested that Zero Suit Samus could steal opponents' held items by using Plasma Whip against them.