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===In ''Super Smash Bros. 4''=== | ===In ''Super Smash Bros. 4''=== | ||
The Knee Smash was nerfed once again, now having a massive 30 frames (half a second) of landing lag | The Knee Smash was nerfed once again, now having a massive 30 frames (half a second) of landing lag and greater aerial cool-down (IASA frame 40 → 46), meaning it 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 more base knockback (albeit with slightly reduced knockback scaling), making a hard knee safer to land at lower percents. | ||
Despite these nerfs, it sees more use than in ''Brawl'', largely due to the changes to [[hitstun]] canceling, which is now only possible after frame 40 with an air dodge or frame 45 with an aerial, rather than frame 13 or 25. Conveniently, like in ''Melee'', Knee Smash can still connect on most characters after a down throw at mid-percentages, and after a low 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. | Despite these nerfs, it sees more use than in ''Brawl'', largely due to the changes to [[hitstun]] canceling, which is now only possible after frame 40 with an air dodge or frame 45 with an aerial, rather than frame 13 or 25. Conveniently, like in ''Melee'', Knee Smash can still connect on most characters after a down throw at mid-percentages, and after a low 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. |
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