Plasma Wire: Difference between revisions
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'''Plasma Wire''' is [[Zero Suit Samus (SSBB)|Zero Suit Samus]]' [[up special move]]. She fires her whip upwards, pulling anyone above her downwards. In the air, it can be used as a [[tether recovery]]. If used on someone who is on the ground next to Zero Suit Samus, it will knock them up, hitting multiple times, until they hit the end, at which point it will pull them back down. If used on an airborne opponent while off the stage, it will pull them down and they will keep going, effectively [[meteor smash|spiking]] them | '''Plasma Wire''' is [[Zero Suit Samus (SSBB)|Zero Suit Samus]]' [[up special move]]. She fires her whip upwards, pulling anyone above her downwards. In the air, it can be used as a [[tether recovery]]. If used on someone who is on the ground next to Zero Suit Samus, it will knock them up, hitting multiple times, until they hit the end, at which point it will pull them back down. If used on an airborne opponent while off the stage, it will pull them down and they will keep going, effectively [[meteor smash|spiking]] them, though the tip of the Plasma Wire must connect with the opponent to cause this effect. The player can chain this move multiple times to accumulate [[damage]], and [[tech]]ing out of it can be difficult. However, the timing is harder to get as the damage goes up. | ||
The Plasma Wire can [[tether recovery|tether recover]] to any [[ledge]] above Zero Suit Samus, automatically grappling it. If the ledge is at or below the horizontal, however, it will not grapple to it. | The Plasma Wire can [[tether recovery|tether recover]] to any [[ledge]] above Zero Suit Samus, automatically grappling it. If the ledge is at or below the horizontal, however, it will not grapple to it. |
Revision as of 13:20, February 3, 2011
Plasma Wire | |
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Zero Suit Samus, using the Plasma Wire to attack Pit. | |
User | Zero Suit Samus |
Universe | Metroid |
Plasma Wire is Zero Suit Samus' up special move. She fires her whip upwards, pulling anyone above her downwards. In the air, it can be used as a tether recovery. If used on someone who is on the ground next to Zero Suit Samus, it will knock them up, hitting multiple times, until they hit the end, at which point it will pull them back down. If used on an airborne opponent while off the stage, it will pull them down and they will keep going, effectively spiking them, though the tip of the Plasma Wire must connect with the opponent to cause this effect. The player can chain this move multiple times to accumulate damage, and teching out of it can be difficult. However, the timing is harder to get as the damage goes up.
The Plasma Wire can tether recover to any ledge above Zero Suit Samus, automatically grappling it. If the ledge is at or below the horizontal, however, it will not grapple to it.
If the player jumped off the edge but has not used their second jump, using this move will make them move upwards a bit.