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:{{Main|Pikachu (SSBB)/Down special}} | :{{Main|Pikachu (SSBB)/Down special}} | ||
[[File:SSBB Thunder Wall.gif|thumb|Thunder connecting with Pikachu in midair repeatedly in ''Brawl'', showing a wall of Thunders being used as an [[edgeguarding]] technique.]] | [[File:SSBB Thunder Wall.gif|thumb|Thunder connecting with Pikachu in midair repeatedly in ''Brawl'', showing a wall of Thunders being used as an [[edgeguarding]] technique.]] | ||
Thunder in ''[[Super Smash Bros. Brawl]]'' functions similarly to its ''Melee'' counterpart, except it has seen numerous improvements. The thunderbolt has less startup lag, as well as less ending lag when used in the air. It can also go through platforms in the upper portion of the move and it last for a much longer time when it hits Pikachu. The shockwave in particular however has seen numerous improvements. The shockwave have much less ending lag, as well as a bigger hitbox. The thunderbolt is now active for most of the shockwave's animation, so even when the shockwave's hitboxes end, the thunderbolt can still easily hit opponents. Pikachu is now also [[intangible]] for a period of time while performing the shockwave. The only downside the shockwave has comapred to ''Melee'' is its shorter hitbox duration, although its other improvements more than make up for it. Both the thunderbolt and shockwave retain their power from ''Melee'' however, they are noticeably more effective at KOing due to numerous universal changes (including the universally decreased falling speeds, the changes to the [[Sakurai angle]] and the introduction of the [[gravity]] penalty). It can KO middleweight characters as low as 45% if executed near enough to the blastzone. Even the changes to [[air dodge]]s and the introduction of [[hitstun cancelling]] do not effect the move too much as the thunderbolt can easily beat out air dodges. | Thunder in ''[[Super Smash Bros. Brawl]]'' functions similarly to its ''Melee'' counterpart, except it has seen numerous improvements. The thunderbolt has less startup lag, as well as less ending lag when used in the air. It can also go through platforms in the upper portion of the move and it last for a much longer time when it hits Pikachu. The shockwave in particular however has seen numerous improvements. The shockwave have much less ending lag, as well as a bigger hitbox. The thunderbolt is now active for most of the shockwave's animation, so even when the shockwave's hitboxes end, the thunderbolt can still easily hit opponents. Pikachu is now also [[intangible]] for a period of time while performing the shockwave. The only downside the shockwave has comapred to ''Melee'' is its shorter hitbox duration, although its other improvements more than make up for it. Both the thunderbolt and shockwave retain their power from ''Melee'' however, they are noticeably more effective at KOing due to numerous universal changes (including the universally decreased falling speeds, the changes to the [[Sakurai angle]] and the introduction of the [[gravity]] penalty). It can KO middleweight characters as low as 45% if executed near enough to the blastzone. Even the changes to [[air dodge]]s and the introduction of [[hitstun cancelling]] do not effect the move too much as the thunderbolt can easily beat out air dodges. As a result, Thunderspiking has become a more powerful and effective strategy. | ||
An interesting property of this is that if this attack connects with Pikachu in mid-air, Pikachu will bounce upwards a bit. This was present in the previous games but is much more useful in ''Brawl'', as the shockwave has much less ending lag. Due to its startup time, it won't aid much in recovery, but is useful to [[guard break]], especially against spikers. If used near the edge of a stage, the Thunder can create a wall of electricity to prevent a recovering opponent (especially if [[Thunder Jolt]]s are sent out beforehand), best if they try to go for the ledge. | An interesting property of this is that if this attack connects with Pikachu in mid-air, Pikachu will bounce upwards a bit. This was present in the previous games but is much more useful in ''Brawl'', as the shockwave has much less ending lag. Due to its startup time, it won't aid much in recovery, but is useful to [[guard break]], especially against spikers. If used near the edge of a stage, the Thunder can create a wall of electricity to prevent a recovering opponent (especially if [[Thunder Jolt]]s are sent out beforehand), best if they try to go for the ledge. |
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