Super Smash Bros. 4

Dragon Fang Shot: Difference between revisions

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The water projectile [[paralyze]]s opponents for a period of time depending on charge. Corrin invariably follows up the blast with a "bite" from his arm; the bite can optionally be charged as well by continuing to hold the button if the blast was fully charged, or by quickly pressing and holding it again following a weaker shot. This allows for an easy and powerful followup on nearby opponents. The damage and launch power of both the blast and the bite increase the longer the button was held: the water blast ranges from 4%-13%, and the bite ranges from 10%-20%.
The water projectile [[paralyze]]s opponents for a period of time depending on charge. Corrin invariably follows up the blast with a "bite" from his arm; the bite can optionally be charged as well by continuing to hold the button if the blast was fully charged, or by quickly pressing and holding it again following a weaker shot. This allows for an easy and powerful followup on nearby opponents. The damage and launch power of both the blast and the bite increase the longer the button was held: the water blast ranges from 4%-13%, and the bite ranges from 10%-20%.


This move can easily be used to bait approaches and punish with an incoming attack with solid launch power. However, solid button timings must be used to make the best out of charging and/or dropping the charge of either attack, as doing so improperly will lead to Corrin getting easily punished. This move is not as good with approaching own its own due to the horizontal angle the projectile is shot at. Also, the bite alone when charged at an improper time can cause the overall move to be laggy, making it a risky-yet-rewarding zoning-tool that balances out the heavy stun; by proxy dropping the bite charge properly is required to be able to have Corrin act ASAP in order to capitalize on a properly-landed stunning hit.
This move can easily be used to bait approaches and punish with an incoming attack with solid launch power. However, solid button timings must be used to make the best out of charging and/or dropping the charge of either attack, as doing so improperly will lead to Corrin getting easily punished. This move is not as good with approaching own its own due to the horizontal angle the projectile is shot at. Also, the bite alone when charged at an improper time can cause the overall move to be laggy, making it a risky-yet-rewarding zoning-tool that balances out the heavy stun; by proxy dropping the bite charge properly is required to be able to have Corrin act ASAP in order to capitalize on a properly-landed stunning hit from a distance if they are out of the bite's range.


However, both portions of the move can easily allow Corrin to cover any of his opponent's options with frame-trapping; timing either move properly can result in either the projectile or bite connecting.
However, both portions of the move can easily allow Corrin to cover any of his opponent's options with frame-trapping reads; timing either move properly can result in either the projectile or bite connecting.
==Customization==
==Customization==
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:

Revision as of 21:29, August 4, 2016

Dragon Fang Shot
Corrin Dragon Fang Shot.jpg
Dragon Fang Shot in Super Smash Bros. for Wii U.
User Corrin
Universe Fire Emblem

Dragon Fang Shot (竜穿射, Dragon Fang Shot) is Corrin's neutral special move. Corrin transforms his free arm into a draconic mouth that fires an electrocuting blast of water at the opponent. The move can be charged but not stored.

The water projectile paralyzes opponents for a period of time depending on charge. Corrin invariably follows up the blast with a "bite" from his arm; the bite can optionally be charged as well by continuing to hold the button if the blast was fully charged, or by quickly pressing and holding it again following a weaker shot. This allows for an easy and powerful followup on nearby opponents. The damage and launch power of both the blast and the bite increase the longer the button was held: the water blast ranges from 4%-13%, and the bite ranges from 10%-20%.

This move can easily be used to bait approaches and punish with an incoming attack with solid launch power. However, solid button timings must be used to make the best out of charging and/or dropping the charge of either attack, as doing so improperly will lead to Corrin getting easily punished. This move is not as good with approaching own its own due to the horizontal angle the projectile is shot at. Also, the bite alone when charged at an improper time can cause the overall move to be laggy, making it a risky-yet-rewarding zoning-tool that balances out the heavy stun; by proxy dropping the bite charge properly is required to be able to have Corrin act ASAP in order to capitalize on a properly-landed stunning hit from a distance if they are out of the bite's range.

However, both portions of the move can easily allow Corrin to cover any of his opponent's options with frame-trapping reads; timing either move properly can result in either the projectile or bite connecting.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Dragon Fang Shot
Dragon Fang Shot
"Corrin's dragon arm shoots a paralyzing projectile and then bites the enemy. Can be charged up."
  1. Dragon Fang Shot: Default.

Like the other DLC characters, Corrin lacks custom move variations.

Origin

In Fire Emblem Fates, the Nohr Prince and Nohr Princess classes can access the Dragon Fang skill, which allows the user, if wielding a sword or tome, to transform parts of their body into that of a dragon's to attack and add 50% of their attack value to their damage output. This move comes from the final part of the Dragon Fang attack, in which the user transforms their arm into a draconic mouth and fires a shot of water (or magic, if wielding a tome) at their opponent before clamping down its jaws and retracting (which also applies to Corrin's neutral infinite in Smash). The ability to attack with the draconic mouth after firing the shot is unique to the Super Smash Bros. series.

While the term 竜穿 translates more literally to "dragon drill", the games even in the Japanese versions dub it contextually as "Dragon Fang".

Gallery

Trivia

  • This is the only chargeable special move in the series that can be charged twice to power two different moves (the projectile and the bite).
  • There is a bug in training mode where on some occasions, the projectile-to-bite combo is not properly registered by the combo counter. This so far only applies to the Wii U version of the game.