Drill Rush: Difference between revisions
(→Names in other languages: Added Chinese names. All names taken from Smash Ultimate.) |
m (→Trivia) |
||
(6 intermediate revisions by 5 users not shown) | |||
Line 13: | Line 13: | ||
'''Drill Rush''' ({{ja|ドリルラッシュ|Doriru Rasshu}}, ''Drill Rush'') (formerly named the "'''Triple Dash'''") is [[Meta Knight]]'s [[side special move]]. | '''Drill Rush''' ({{ja|ドリルラッシュ|Doriru Rasshu}}, ''Drill Rush'') (formerly named the "'''Triple Dash'''") is [[Meta Knight]]'s [[side special move]]. | ||
==Overview== | ==Overview== | ||
This attack is a corkscrew drill dash with his blade outstretched. If he hits an enemy, he performs a combination lasting up to a good 2 seconds, knocking Meta Knight's opponent upward. Also, when finished, he pulls back a bit. Meta Knight can also change the course of the attack, as he is shown using the same attack upward, allowing it to be used as a recovery. The attack hits 10 times, 1% [[damage]] for each hit. After using the attack, Meta Knight becomes [[helpless]]. It is possible to cancel the ending lag of the attack by making the end hit the edge, allowing it to be virtually lag free, and allowing it to be used to rush opponents in such stages as Battlefield. This is known as Drill Rush Canceling. Of all of Meta Knight's recovery moves, this move gives the most vertical distance. | |||
In ''Super Smash Bros. 4'' the move has added startup lag, and Meta Knight now rebounds off surfaces upon impacting them near the end of the move. In midair, he'll perform a small jump just before charging forward during the initial delay. Connecting on targets with the final hit that produces the knockback will have Meta Knight recoil a bit backward for safety, but this recoil jump will not occur if Meta Knight does not hit an enemy, unlike the version in ''Brawl''. Also, the move connects more reliably and it is much stronger. | In ''Super Smash Bros. 4'' the move has added startup lag, and Meta Knight now rebounds off surfaces upon impacting them near the end of the move. In midair, he'll perform a small jump just before charging forward during the initial delay. Connecting on targets with the final hit that produces the knockback will have Meta Knight recoil a bit backward for safety, but this recoil jump will not occur if Meta Knight does not hit an enemy, unlike the version in ''Brawl''. Also, the move connects more reliably and it is much stronger. | ||
Line 43: | Line 43: | ||
==Origin== | ==Origin== | ||
[[File:DrillRushOrigin.png|thumb|Kirby using Drill Rush in ''{{iw|wikirby|Kirby & The Amazing Mirror}}''.]] | [[File:DrillRushOrigin.png|thumb|Kirby using Drill Rush in ''{{iw|wikirby|Kirby & The Amazing Mirror}}''.]] | ||
Drill Rush originates from ''Kirby & The Amazing Mirror'', where it is available to [[Kirby]] as the | Drill Rush originates from ''Kirby & The Amazing Mirror'', where it is available to [[Kirby]] as the dash attack of the {{s|wikirby|Master}} ability, the ultimate {{s|wikirby|Copy Ability}} of the game which is granted by [[Galaxia]], Meta Knight's sword. It also somewhat resembles the barrel roll he does for a Quick Spin attack in ''Kirby Air Ride''.{{clr}} | ||
==Gallery== | ==Gallery== | ||
Line 57: | Line 57: | ||
|ja={{ja|ドリルラッシュ|Doriru Rasshu}}, ''Drill Rush'' | |ja={{ja|ドリルラッシュ|Doriru Rasshu}}, ''Drill Rush'' | ||
|en=Drill Rush | |en=Drill Rush | ||
| | |fr=Perce-tout | ||
| | |es=Turbotaladro | ||
|de=Aerobohrer | |de=Aerobohrer | ||
|it=Super turbine | |it=Super turbine | ||
Line 69: | Line 69: | ||
==Trivia== | ==Trivia== | ||
*If Meta Knight uses Drill Rush while he is under the effect of a [[Timer]] and the opponent isn't, the move will deal up to 30 hits with a maximum amount of 30% damage. | *In ''Brawl'', If Meta Knight uses Drill Rush while he is under the effect of a [[Timer]] and the opponent isn't, the move will deal up to 30 hits with a maximum amount of 30% damage. | ||
==External links== | ==External links== | ||
Line 77: | Line 77: | ||
{{Special Moves|char=Meta Knight}} | {{Special Moves|char=Meta Knight}} | ||
[[Category:Side special moves]] | [[Category:Side special moves]] | ||
[[Category:Kirby universe]] | |||
[[Category:Meta Knight]] | [[Category:Meta Knight]] | ||
[[Category:Meta Knight (SSBB)]] | [[Category:Meta Knight (SSBB)]] | ||
[[Category:Meta Knight (SSB4)]] | [[Category:Meta Knight (SSB4)]] | ||
[[Category:Meta Knight (SSBU)]] | [[Category:Meta Knight (SSBU)]] |
Latest revision as of 14:14, September 22, 2023
Drill Rush | |
---|---|
Drill Rush in Super Smash Bros. Ultimate. | |
User | Meta Knight |
Universe | Kirby |
Article on WiKirby | Master |
Drill Rush (ドリルラッシュ, Drill Rush) (formerly named the "Triple Dash") is Meta Knight's side special move.
Overview[edit]
This attack is a corkscrew drill dash with his blade outstretched. If he hits an enemy, he performs a combination lasting up to a good 2 seconds, knocking Meta Knight's opponent upward. Also, when finished, he pulls back a bit. Meta Knight can also change the course of the attack, as he is shown using the same attack upward, allowing it to be used as a recovery. The attack hits 10 times, 1% damage for each hit. After using the attack, Meta Knight becomes helpless. It is possible to cancel the ending lag of the attack by making the end hit the edge, allowing it to be virtually lag free, and allowing it to be used to rush opponents in such stages as Battlefield. This is known as Drill Rush Canceling. Of all of Meta Knight's recovery moves, this move gives the most vertical distance.
In Super Smash Bros. 4 the move has added startup lag, and Meta Knight now rebounds off surfaces upon impacting them near the end of the move. In midair, he'll perform a small jump just before charging forward during the initial delay. Connecting on targets with the final hit that produces the knockback will have Meta Knight recoil a bit backward for safety, but this recoil jump will not occur if Meta Knight does not hit an enemy, unlike the version in Brawl. Also, the move connects more reliably and it is much stronger.
Instructional quotes[edit]
instruction booklet | Launch forwards in a dizzying spin and drill into foes. You can steer the move with the Control Stick. | |
case foldout | Spin into opponents with your sword. | |
Move List | Spins into opponents with his sword. The angle can be changed a bit. |
Customization[edit]
Special Move customization was added in Super Smash Bros. 4. These are the variations:
1. Drill Rush | 2. High-Speed Drill | 3. Shieldbreaker Drill |
---|---|---|
"Spin into opponents with your sword. You can change the angle a bit." | "Faster than Drill Rush, but the angle can't be changed." | "A Drill Rush designed to break shields. Attack power and distance are reduced." |
- Drill Rush: Default.
- High-Speed Drill: Increases the speed and distance of the move, but unable to change the trajectory and reduces knockback from the attack.
- In Super Smash Bros. for Nintendo 3DS, this variation is a Challenge unlock, only obtainable by winning at least 5 Smash battles with Meta Knight.
- Shieldbreaker Drill: Much more shield damage, but reduced knockback and range.
High-Speed Drill being used in Super Smash Bros. for Nintendo 3DS.
Shieldbreaker Drill being used in Super Smash Bros. for Nintendo 3DS.
Origin[edit]
Drill Rush originates from Kirby & The Amazing Mirror, where it is available to Kirby as the dash attack of the Master ability, the ultimate Copy Ability of the game which is granted by Galaxia, Meta Knight's sword. It also somewhat resembles the barrel roll he does for a Quick Spin attack in Kirby Air Ride.
Gallery[edit]
Drill Rush in Super Smash Bros. for Nintendo 3DS.
Drill Rush in Super Smash Bros. for Wii U.
Names in other languages[edit]
Trivia[edit]
- In Brawl, If Meta Knight uses Drill Rush while he is under the effect of a Timer and the opponent isn't, the move will deal up to 30 hits with a maximum amount of 30% damage.