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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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