Knee Smash: Difference between revisions
Serpent King (talk | contribs) (Undid edit by NiceGuy98: why?) |
(Undid edit by Serpent King: Because the move actually has the same knockback as the Brawl version in Smash 4 (30 base/93 scaling).) |
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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 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 | 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. | ||
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. |
Revision as of 13:10, May 1, 2017
“ | The Knee Smash, used in midair on foes in front of you, is slow and has a short reach, but if it connects, it'll send foes flying a long way on a low trajectory. | ” |
—Captain Falcon's "Smash Red" Trophy, Super Smash Bros. Melee |
The Knee Smash (ストライキングニー, Striking Knee), also well known as The Knee and Knee of Justice (and a variety of other nicknames involving the term "knee") is Captain Falcon's forward aerial in Super Smash Bros. Melee, Super Smash Bros. Brawl, and Super Smash Bros. 4. It is an extremely powerful low-trajectory KO move often used at the end of Falcon's combos and for edge-guarding. It deals up to 18% damage in Melee and 19% in Brawl and SSB4, and has electrical properties when sweetspotted. The name of the move is confirmed from his "Red" Smash trophy description in Melee.
Overview
In Super Smash Bros. Melee
The Knee Smash is considered among the best moves in the game due to its low start-up lag and very powerful horizontal knockback, where it can reliably KO under 100% in most stages. Many combos and strategies for Captain Falcon end with a Knee Smash. When the Knee Smash is at full power, it makes an excellent wall of pain, and can be accompanied by Captain Falcon's down aerial for a pseudo-Ken Combo.
The Knee Smash acts as a sex kick, with two main hitboxes. The initial hitbox (often called the "hard knee"), which lasts only a few frames, is Captain Falcon's primary KO move and is accompanied by an electric effect. The second hitbox (nicknamed the "soft knee") lasts much longer, but lacks the damage and knockback of the initial hitbox. The attack acts as a semi-spike, albeit a weak one. Despite how seemingly weak it is, it has its uses. The player can use weak knee in comboing the entire cast with the most common combos being: weak knee into hard knee and weak knee into up air. Weak knee can also be used in edge guarding. By using his speed Captain Falcon can reach extremely far offstage and cover large areas with his knee. While sometimes the weak knee may not be enough to kill, it sets the player up to continue the edge guard.
Due to the Knee Smash's low ending lag, players can use it as a launcher into another aerial attack, often another Knee Smash. In addition, if a hard Knee Smash lands at 60% or so, players can occasionally follow it up with an aerial Falcon Punch in the deadly "Sacred Combo".
Assuming the move is properly timed and L-cancelled, the knee is one of the few moves that puts the attacker at a frame advantage when blocked. In other words, by the time the knee's landing animation is over and falcon can act again, the blocking opponent will still be stuck in shieldstun, unable to act. This gives the knee immense utility in shield pressure scenarios, requiring the opponent to commit to a risky option should they wish to get out of their shield unharmed. The knee also supplements its utility in shield pressure with a high shield damage, removing nearly a quarter of the opponent's remaining shield upon being blocked.
In the PAL version of Melee, the late hit of the attack is weakened, dealing less knockback and halved damage. This nerf prevents Captain Falcon from following up with another hard knee, forcing him to follow up with an up aerial instead.
In Super Smash Bros. Brawl
In Brawl, the Knee Smash was nerfed. The initial hitbox was nerfed such that it needs to actually sweet spot on the knee for the familiar electric hit to occur, as the back hitbox simply has similar properties of NTSC Melee's late hit, while the late hit in Brawl acts like the PAL late hit in Melee, being even weaker than the clean hit's sourspot. In addition, the initial hitbox as a whole now only lasts one frame (instead of three) and its hitbox is significantly smaller (5.2 → 3); as a result, it is much harder to land a hard Knee Smash, especially on smaller characters. Its hitlag has also been significantly increased, allowing for more DI and SDI from the opponent. On the upside, it can autocancel from a short hop, though on smaller characters, this trait can only be taken full advantage of if they aren't on the ground. Nonetheless, the Knee Smash remains among Falcon's strongest finishers (stronger than all of his smash attacks), sometimes used in an aerial combo in place of his up aerial.
The Knee Smash had its knockback altered (24 (base)/100 (growth) → 30/93), which would technically make it weaker than it was in Melee, but due to it dealing 1% more damage (18% → 19%), it retains its strength overall. It also has 4 frames more ending lag (IASA 36 → 40). The higher base knockback makes it safer on hit at lower percentages. However, the reduced scaling makes it slightly weaker at higher percentages. It also has higher landing lag (18 frames → 22).
A late Knee Smash can trip a grounded opponent often, and is still useful for gimping recoveries like Falco's, albeit less so than in Melee. It can also be followed up with an up aerial or a sweet spotted Knee Smash if the opponent is read correctly.
It is notable that Captain Falcon has a true setup for a sweetspotted Knee Smash if he uses it after a grab air release on Wario, and a grab ground release on Ness.
In Super Smash Bros. 4
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.
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 read on an early hitstun cancel to hit.
Trivia
- The Knee Smash is one of only five knee-based attacks in the Super Smash Bros. series that are not pummels. The other four are the third hit of Falcon's neutral combo, the first hit of Snake's forward tilt, the second hit of Wii Fit Trainer's neutral combo, and Zero Suit Samus' dash attack in Super Smash Bros. 4.