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Similar to the [[Dragoon]], it is an item in three parts - the player must collect all three parts of the item in order to use the complete weapon. When assembled, it becomes a large, heavy shooting weapon item. Its control scheme is similar to that of the [[Cracker Launcher]] from ''Brawl'': Tilt a direction to walk, tap a direction to dash, and tap the opposite direction to turn around. However, unlike the Cracker Launcher, the Daybreak cannot be aimed up or down, as it only shoots straight ahead. Characters carrying the Daybreak can only move, jump (but not [[midair jump]]), and fire the weapon; attempts to drop or throw it will fire the beam instead. When fired, it charges for a brief moment before firing a single beam that deals about 57% damage if all hits connect. The beam ignores [[shield]]s, can knock away opponents behind the user when the blast is active, and has potential KO power to those it hits directly in its line of fire to the end. Those hit may survive if they have low enough damage and are far away enough from the blast line, but may still end up too far to actually recover. Glancing hits deal less damage, but the knockback can still be enough to prevent recovery. The final hit of the beam causes the [[ping]] sound effect. | Similar to the [[Dragoon]], it is an item in three parts - the player must collect all three parts of the item in order to use the complete weapon. When assembled, it becomes a large, heavy shooting weapon item. Its control scheme is similar to that of the [[Cracker Launcher]] from ''Brawl'': Tilt a direction to walk, tap a direction to dash, and tap the opposite direction to turn around. However, unlike the Cracker Launcher, the Daybreak cannot be aimed up or down, as it only shoots straight ahead. Characters carrying the Daybreak can only move, jump (but not [[midair jump]]), and fire the weapon; attempts to drop or throw it will fire the beam instead. When fired, it charges for a brief moment before firing a single beam that deals about 57% damage if all hits connect. The beam ignores [[shield]]s, can knock away opponents behind the user when the blast is active, and has potential KO power to those it hits directly in its line of fire to the end. Those hit may survive if they have low enough damage and are far away enough from the blast line, but may still end up too far to actually recover. Glancing hits deal less damage, but the knockback can still be enough to prevent recovery. The final hit of the beam causes the [[ping]] sound effect. | ||
Unlike the Dragoon, the Daybreak can be dropped in its assembled state. If someone holding it takes enough damage or slowly walks backwards off of an and edge so that they will auto-grab the ledge, then the completed Daybreak will drop for anyone to pick up and use. It can also be [[Pocket|pocketed]] by Villager, or eaten by Wario, Kirby, or King Dedede. | Unlike the Dragoon, the Daybreak can be dropped in its assembled state. If someone holding it takes enough damage or slowly walks backwards off of an and edge so that they will auto-grab the ledge, then the completed Daybreak will drop for anyone to pick up and use. It can also be [[Pocket|pocketed]] by Villager, or eaten by Wario, Kirby, or King Dedede. Any attempt to fire the Daybreak in mid-air after taking [[knockback]], the user will continue to fall as normal and possibly KOed if offstage. In a [[team]] Smash, multiple players on the same team can collect the Daybreak pieces. The player who collects the third and final piece will receive the assembled weapon. | ||
===Trophy information=== | ===Trophy information=== |
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