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[[File:Punishment Snake F-air Lag KO Brawl.gif|thumb|right|250px|An example of a punishment. The landing lag produced by {{SSBB|Snake}}'s [[forward aerial]] gives enough time for {{SSBB|King Dedede}} to hit his | [[File:Punishment Snake F-air Lag KO Brawl.gif|thumb|right|250px|An example of a punishment. The landing lag produced by {{SSBB|Snake}}'s [[forward aerial]] gives enough time for {{SSBB|King Dedede}} to hit his [[dash attack]].]] | ||
'''Punishment''' is the act of attacking an opponent while they are vulnerable, usually from using an attack with slow start-up lag at a non-opportune time or having missed an attack with high ending lag. For example, the [[Falcon Punch]] is a punishable move since it has long start-up and ending lag; if Captain Falcon uses it against an active and expecting opponent or if the move's target is able to avoid the attack, they have ample time to launch a counterattack. Characters can also be punished if their attack is [[shield]]ed, such as via [[shield grab]]bing or [[Out of Shield|out of shield]] attacks. An attack that is difficult to punish is usually known as "safe", usually due to having low ending lag and/or large hitboxes that are difficult to get around. A move's power can make punishment seem more dangerous; some players may choose to avoid the forward smashes of {{SSBB|Ike}} and {{SSBB|King Dedede}} rather than attempt to punish them simply because of the risk involved. | '''Punishment''' is the act of attacking an opponent while they are vulnerable, usually from using an attack with slow start-up lag at a non-opportune time or having missed an attack with high ending lag. For example, the [[Falcon Punch]] is a punishable move since it has long start-up and ending lag; if Captain Falcon uses it against an active and expecting opponent or if the move's target is able to avoid the attack, they have ample time to launch a counterattack. Characters can also be punished if their attack is [[shield]]ed, such as via [[shield grab]]bing or [[Out of Shield|out of shield]] attacks. An attack that is difficult to punish is usually known as "safe", usually due to having low ending lag and/or large hitboxes that are difficult to get around. A move's power can make punishment seem more dangerous; some players may choose to avoid the forward smashes of {{SSBB|Ike}} and {{SSBB|King Dedede}} rather than attempt to punish them simply because of the risk involved. | ||
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