Cannon Jump Kick: Difference between revisions
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When used, the Gunner fires a concussive blast, propelling themself with the arm cannon while kicking into the air. The concussive blast can [[meteor smash]] opponents. The move can hit twice (once during the initial blast, and the other time via the Mii's leg) and is fairly strong, but as a [[recovery]], it does not cover much distance. As a result, while its power compliments a more aggressive playstyle, much more care is needed when offstage, as the Gunner's ability to survive is noticeably lessened. | When used, the Gunner fires a concussive blast, propelling themself with the arm cannon while kicking into the air. The concussive blast can [[meteor smash]] opponents. The move can hit twice (once during the initial blast, and the other time via the Mii's leg) and is fairly strong, but as a [[recovery]], it does not cover much distance. As a result, while its power compliments a more aggressive playstyle, much more care is needed when offstage, as the Gunner's ability to survive is noticeably lessened. | ||
The concussive blast comes out nearly as quickly as the Gunner's [[jab]] (on [[frame]] 6, as compared to the jab on frame 5). If used on the ground, the Gunner will be [[intangible]] during | The concussive blast comes out nearly as quickly as the Gunner's [[jab]] (on [[frame]] 6, as compared to the jab on frame 5). If used on the ground, the Gunner will be [[intangible]] during frames 5-7, and if the blast connects, it can, as mentioned, combo into the kick. Regardless of whether the blast connects, the kick comes out shortly thereafter, on frame 10. The attack causes [[helplessness]] and has significant [[landing lag]] (28 frames, as compared to [[Arm Rocket]]'s quick 14 frames and [[Lunar Launch]]'s 18 frames), so care must be used when utilizing it offensively so as not to leave oneself open to attack. | ||
Overall, while the move is arguably worse than the Gunner's other options when viewed strictly from a recovery standpoint, this is balanced out in part by the move's attacks making the Gunner more dangerous offstage ( | Overall, while the move is arguably worse than the Gunner's other options when viewed strictly from a recovery standpoint, this is balanced out in part by the move's attacks making the Gunner more dangerous offstage (e.g. for meteor smashing), and more importantly by the sheer power of the move. This offers the Gunner a quick, close-ranged KO option they otherwise lack, though at higher percentages, the Gunner's [[Tilt attack|tilts]] can be used to similar effect and with less chance of being punished. Players looking for a reliable recovery should probably consider one of the Gunner's other custom moves. However, Cannon Jump Kick should always be considered, because it is one of the best out-of-shield moves in the game. A player looking for a powerful addition to the Gunner's arsenal of attacks may consider using this move, so long as they have confidence not only in their ability to [[read]] a foe, but especially in their offstage game, since the slightest error offstage can lead to the loss of a stock, much like the Gunner's sibling character, {{SSBU|Mii Brawler}}. | ||
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|ssbudesc=Rises up with a jet boost. Has a meteor effect if airborne opponent is hit. | |ssbudesc=Rises up with a jet boost. Has a meteor effect if airborne opponent is hit. | ||
}} | }} | ||
==Customization== | |||
Cannon Jump Kick appears exclusively in ''[[Super Smash Bros. Ultimate]]'', with two other Special Move customization options available. These are the variations: | |||
{| class="wikitable" | |||
!width="50px"|1. [[Lunar Launch]] | |||
!width="50px" style="background:rgba(255,255,0,0.5)"|2. Cannon Jump Kick | |||
!width="50px"|3. [[Arm Rocket]] | |||
|- | |||
|width="50px"|[[File:Mii Gunner SSBU Skill Preview Up Special 1.png|200px|center|link=Lunar Launch]] | |||
|width="50px" style="background:rgba(255,255,0,0.33)"|[[File:Mii Gunner SSBU Skill Preview Up Special 2.png|200px|center]] | |||
|width="50px"|[[File:Mii Gunner SSBU Skill Preview Up Special 3.png|200px|center|link=Arm Rocket]] | |||
|- | |||
|width="50px"|''"Shoots downward, rocketing into the air from the recoil."'' | |||
|width="50px" style="background:rgba(255,255,0,0.33)"|''"Rises up with a jet boost. Has a meteor effect if airborne opponent is hit."'' | |||
|width="50px"|''"Skyrocket using jet propulsion. Tilting left or right can adjust the flight angle."'' | |||
|} | |||
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==Gallery== | ==Gallery== |
Latest revision as of 22:06, September 30, 2023
Cannon Jump Kick | |
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The Gunner using the Cannon Jump Kick. | |
User | Mii Gunner |
Universe | Super Smash Bros. |
Cannon Jump Kick (キャノンジャンプキック, Cannon Jump Kick) is one of three up special moves usable by Mii Gunners in Super Smash Bros. Ultimate, being essentially a revised version of the previous game's Cannon Uppercut.
Overview[edit]
When used, the Gunner fires a concussive blast, propelling themself with the arm cannon while kicking into the air. The concussive blast can meteor smash opponents. The move can hit twice (once during the initial blast, and the other time via the Mii's leg) and is fairly strong, but as a recovery, it does not cover much distance. As a result, while its power compliments a more aggressive playstyle, much more care is needed when offstage, as the Gunner's ability to survive is noticeably lessened.
The concussive blast comes out nearly as quickly as the Gunner's jab (on frame 6, as compared to the jab on frame 5). If used on the ground, the Gunner will be intangible during frames 5-7, and if the blast connects, it can, as mentioned, combo into the kick. Regardless of whether the blast connects, the kick comes out shortly thereafter, on frame 10. The attack causes helplessness and has significant landing lag (28 frames, as compared to Arm Rocket's quick 14 frames and Lunar Launch's 18 frames), so care must be used when utilizing it offensively so as not to leave oneself open to attack.
Overall, while the move is arguably worse than the Gunner's other options when viewed strictly from a recovery standpoint, this is balanced out in part by the move's attacks making the Gunner more dangerous offstage (e.g. for meteor smashing), and more importantly by the sheer power of the move. This offers the Gunner a quick, close-ranged KO option they otherwise lack, though at higher percentages, the Gunner's tilts can be used to similar effect and with less chance of being punished. Players looking for a reliable recovery should probably consider one of the Gunner's other custom moves. However, Cannon Jump Kick should always be considered, because it is one of the best out-of-shield moves in the game. A player looking for a powerful addition to the Gunner's arsenal of attacks may consider using this move, so long as they have confidence not only in their ability to read a foe, but especially in their offstage game, since the slightest error offstage can lead to the loss of a stock, much like the Gunner's sibling character, Mii Brawler.
Instructional quote[edit]
Move List | Rises up with a jet boost. Has a meteor effect if airborne opponent is hit. |
Customization[edit]
Cannon Jump Kick appears exclusively in Super Smash Bros. Ultimate, with two other Special Move customization options available. These are the variations:
1. Lunar Launch | 2. Cannon Jump Kick | 3. Arm Rocket |
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"Shoots downward, rocketing into the air from the recoil." | "Rises up with a jet boost. Has a meteor effect if airborne opponent is hit." | "Skyrocket using jet propulsion. Tilting left or right can adjust the flight angle." |
Gallery[edit]
Cannon Jump Kick as shown by the Move List in Ultimate.
Names in other languages[edit]
Trivia[edit]
- Cannon Jump Kick is the fastest meteor smash in Ultimate, with its meteor hitbox becoming first active on frame 6.