Special move: Difference between revisions

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(Undid edit by The amazing owen: Don't believe everything google translate tells you.)
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*[[Neutral special]]s are usually reserved for the fighter's only [[projectile]] (eg. [[Fireball]]),  or a powerful attack with good KO power that can either be [[charging|chargeable]] ([[Charge Shot]]) or have a long startup ([[Falcon Punch]]).
*[[Neutral special]]s are usually reserved for the fighter's only [[projectile]] (eg. [[Fireball]]),  or a powerful attack with good KO power that can either be [[charging|chargeable]] ([[Charge Shot]]) or have a long startup ([[Falcon Punch]]).


*[[Side special]]s tend to be attacks that give the fighter a momentum boost in a singular direction that is usually their only horizontal recovery option that may cause [[helplessness]] ([[Quick Draw]]), while some are projectiles that can be used for deterring [[approach]]es ([[Missile]], [[PK Fire]]).
*[[Side special]]s tend to be attacks that give the fighter a momentum boost in a singular direction that is usually their only horizontal recovery option which may cause [[helplessness]] ([[Quick Draw]]). Some are projectiles that can be used for deterring [[approach]]es ([[Missile]], [[PK Fire]]).


*[[Up special]]s are essentially a fighter's main [[recovery]] move (with the exception of [[Jigglypuff]]'s [[Sing]]) that give a fair amount of upward distance, and can either be damaging or non-damaging; almost all up specials cause helplessness.
*[[Up special]]s are essentially a fighter's main [[recovery]] move (with the exception of [[Jigglypuff]]'s [[Sing]]) that give a fair amount of upward distance, and can either be damaging or non-damaging; almost all up specials cause helplessness.
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