Corkscrew: Difference between revisions
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==Overview== | ==Overview== | ||
Wario is launched into the air, hitting opponents multiple times before launching them horizontally with its finishing hitbox. In ''[[Brawl]]'', it can deal up to 19% [[damage]] if all hits connect. While this attack can be used as a third jump, it grants subpar distance vertically and horizontally and is extremely susceptible to [[edgehogging]]. It can be angled upon startup to travel further horizontally with reduced height (with a maximum angle of about 45 degrees). It is a poor move to attack with, as it is easy to [[Smash DI]] out of and is easily [[punish | Wario is launched into the air, hitting opponents multiple times before launching them horizontally with its finishing hitbox. In ''[[Super Smash Bros. Brawl]]'', it can deal up to 19% [[damage]] if all hits connect. While this attack can be used as a third jump, it grants subpar distance vertically and horizontally and is extremely susceptible to [[edgehogging]]. It can be angled upon startup to travel further horizontally with reduced height (with a maximum angle of about 45 degrees). It is a poor move to attack with, as it is easy to [[Smash DI]] out of and is easily [[punish]]able. It is similar in functionality and [[knockback]] to {{SSBB|Samus}}'s {{b|Screw Attack|move}} and {{SSBB|Charizard}}'s [[Fly]]. It is considered an inferior [[recovery]] to both [[Wario Bike]] and/or a charged [[Wario Waft]], and is rarely used before the aforementioned moves. | ||
When Wario becomes [[Wario-Man]], this move's effect is changed. Instead of it being a multiple-hit attack, it becomes a two hit electrical attack (one hit at initiation and another at the end of the attack). The move becomes significantly stronger with a higher amount of damage and drastically greater knockback, rendering it capable of [[KO]]ing as early as 70% near the ledge. | When Wario becomes [[Wario-Man]], this move's effect is changed. Instead of it being a multiple-hit attack, it becomes a two hit electrical attack (one hit at initiation and another at the end of the attack). The move becomes significantly stronger with a higher amount of damage and drastically greater knockback, rendering it capable of [[KO]]ing as early as 70% near the ledge. | ||
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==Origin== | ==Origin== | ||
The Corkscrew move is original to ''Smash Bros''. While it shares part of the English name of Wario's {{s|mariowiki|Corkscrew Conk}} ability in ''{{s|mariowiki|Wario World}}'', the two moves are entirely unrelated, having entirely different animations and functions. Moreover, the Japanese name for the Corkscrew Conk, "Screw Attack" (スクリューアタック) shares | The Corkscrew move is original to ''Smash Bros''. While it shares part of the English name of Wario's {{s|mariowiki|Corkscrew Conk}} ability in ''{{s|mariowiki|Wario World}}'', the two moves are entirely unrelated, having entirely different animations and functions. Moreover, the Japanese name for the Corkscrew Conk, "Screw Attack" (スクリューアタック), shares very little naming similarities with the Corkscrew in ''Super Smash Bros''. | ||
Animation wise, the move resembles the {{s|mariowiki|Spin Jump}}, a common ability in the {{uv|Mario}} series, which Wario is also able to use it in ''{{s|mariowiki|Super Mario 64 DS}}'' after jumping on top of a {{s|mariowiki|Spindrift}} or a [[Fly Guy]], or when he gets caught in a {{s|mariowiki|tornado}}. Otherwise, the two moves function completely different to eachother. | Animation wise, the move resembles the {{s|mariowiki|Spin Jump}}, a common ability in the {{uv|Mario}} series, which Wario is also able to use it in ''{{s|mariowiki|Super Mario 64 DS}}'' after jumping on top of a {{s|mariowiki|Spindrift}} or a [[Fly Guy]], or when he gets caught in a {{s|mariowiki|tornado}}. Otherwise, the two moves function completely different to eachother. |
Latest revision as of 18:42, January 14, 2023
Corkscrew | |
---|---|
Corkscrew in Ultimate. | |
User | Wario |
Universe | Wario |
Corkscrew (コークスクリュー, Corkscrew) is Wario's up special move.
Overview[edit]
Wario is launched into the air, hitting opponents multiple times before launching them horizontally with its finishing hitbox. In Super Smash Bros. Brawl, it can deal up to 19% damage if all hits connect. While this attack can be used as a third jump, it grants subpar distance vertically and horizontally and is extremely susceptible to edgehogging. It can be angled upon startup to travel further horizontally with reduced height (with a maximum angle of about 45 degrees). It is a poor move to attack with, as it is easy to Smash DI out of and is easily punishable. It is similar in functionality and knockback to Samus's Screw Attack and Charizard's Fly. It is considered an inferior recovery to both Wario Bike and/or a charged Wario Waft, and is rarely used before the aforementioned moves.
When Wario becomes Wario-Man, this move's effect is changed. Instead of it being a multiple-hit attack, it becomes a two hit electrical attack (one hit at initiation and another at the end of the attack). The move becomes significantly stronger with a higher amount of damage and drastically greater knockback, rendering it capable of KOing as early as 70% near the ledge.
In Super Smash Bros. 4, Corkscrew received a few changes. Visually, Wario now clenches his fists throughout his spin and thrusts his palms out at the end, rather than having his palms open throughout like in Brawl. As a recovery, this move travels higher and can now sweetspot the ledge. As an attack, the move now does only 13% damage rather than 19% like before; however, it has significantly increased knockback as compensation and is vastly harder to escape from due to having fewer hits and the weakening of SDI.
In Super Smash Bros. Ultimate Corkscrew is largely unchanged from before, however it deals more damage (up to 16.5%) and has increased range, making it an effective out of shield option thanks to its low startup. The loop hits additionally connect more reliably into themselves, making it overall a significantly more reliable attack and a more effective move in general than it was in previous games.
Instructional quotes[edit]
instruction booklet | Attack opponents while rising upward. An excellent recovery move. | |
Move List | Jumps while spinning, hitting opponents multiple times. |
Customization[edit]
Special Move customization was added in Super Smash Bros. 4. These are the variations:
1. Corkscrew | 2. Widescrew | 3. Corkscrew Leap |
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"Jump while spinning, hitting opponents multiple times." | "Less damage and range than Corkscrew, but you can change the angle." | "Takes longer to charge and doesn't deal damage, but goes much higher." |
- Corkscrew: Default.
- Widescrew: Deals less damage and covers less distance, but has more control over its trajectory. It is able to travel almost completely horizontally in a similar vein to Spinning Kong.
- Corkscrew Leap: A better recovery option with far more distance. However, it has noticeable startup and can't deal damage.
Origin[edit]
The Corkscrew move is original to Smash Bros. While it shares part of the English name of Wario's Corkscrew Conk ability in Wario World, the two moves are entirely unrelated, having entirely different animations and functions. Moreover, the Japanese name for the Corkscrew Conk, "Screw Attack" (スクリューアタック), shares very little naming similarities with the Corkscrew in Super Smash Bros.
Animation wise, the move resembles the Spin Jump, a common ability in the Mario series, which Wario is also able to use it in Super Mario 64 DS after jumping on top of a Spindrift or a Fly Guy, or when he gets caught in a tornado. Otherwise, the two moves function completely different to eachother.
Gallery[edit]
Corkscrew in Super Smash Bros. for Wii U.