Knee Smash: Difference between revisions

398 bytes removed ,  8 years ago
(→‎In Super Smash Bros. Melee: added use of weak knee)
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The Knee Smash was once again nerfed. The Knee Smash has significantly more landing lag (is now 30 frames, or half a second), aerial cool-down (IASA frame 40 → 46) and can no longer autocancel in a short hop. As a result, it is no longer a practical approach option, and is somewhat riskier to use offstage. However, it does have much more base knockback with reduced scaling as a result, being safer to land a hard knee at lower percents and essentially acting as Ganondorf's forward aerial used to in previous installments.
The Knee Smash was once again nerfed. The Knee Smash has significantly more landing lag (is now 30 frames, or half a second), aerial cool-down (IASA frame 40 → 46) and can no longer autocancel in a short hop. As a result, it is no longer a practical approach option, and is somewhat riskier to use offstage. However, it does have much more base knockback with reduced scaling as a result, being safer to land a hard knee at lower percents and essentially acting as Ganondorf's forward aerial used to in previous installments.


Despite these nerfs, it is considered much more useful than in ''Brawl,'' largely thanks to the removal of hitstun canceling and the immense buffs Falcon received in other areas. It's worth noting that, at mid-percentages, Falcon can true combo his down throw into a Knee Smash, KOing if done near the ledge. From mid- to high-percents, Falcon can hit a grounded opponent with his up aerial, launching them into the air and, due to the minimal landing lag on his up aerial, he has enough time to follow up with a Knee while they are still in hitstun. If an opponent air dodges in an attempt to escape a combo, Falcon can punish them with a well-timed Knee Smash. Additionally, falcon regains his ability to combo a grounded opponent into a knee smash with down-aerial at a wide range of mid-late percentages for a kill, though this setup is considered a risky commitment, due to the long landing lag associated with down-air.
Despite these nerfs, it sees more use than in ''Brawl'', largely due to the changes to [[hitstun]] canceling, which is only possible after frame 40 with an air dodge or frame 45 with an aerial, rather than frame 13 or 25. Conveniently, Knee Smash can still connect on most characters after a down throw at mid-percentages, and after an up aerial at mid- to high percentages. After 100% damage, however, it becomes difficult to land a Knee Smash again, requiring a [[Mindgame#Predicting|read]] on an early hitstun cancel to hit.


==Trivia==
==Trivia==
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