Super Smash Bros. 4

Super Hoop: Difference between revisions

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==Origin==
==Origin==
The move is based on Hula Hoop, one of the aerobics activities in {{s|wikipedia|Wii Fit}}. In the minigame, players stand atop the Wii Balance Board and roll their hips, causing their Mii to spin a Hula Hoop. As the game continues, more hoops are added. the name of the move references Super Hula hoop, a variant where the player sways both sides in on session.
The move is based on Hula Hoop, one of the Aerobics activities in every game in the {{s|wikipedia|Wii Fit}} series. In the minigame, players stand atop the Wii Balance Board and roll their hips, causing their Mii to spin a Hula Hoop. As the game continues, more hoops are added. the name of the move references Super Hula hoop, a variant introduced in Wii Fit Plus where the player sways both sides in on session.


==Gallery==
==Gallery==

Revision as of 08:11, October 10, 2014

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Super Hoop
WiiFitTrainerUpSpecial.gif
Wii Fit Trainer rises while hula-hooping in Super Smash Bros. for Wii U
User Wii Fit Trainer
Universe Wii Fit

Super Hoop is the Wii Fit Trainer's up special move in Super Smash Bros. 4.

Overview

When used, it causes Wii Fit Trainer to steadily rise into the air by twirling three hula hoops around his/her body. The player can press the special button repeatedly to rise faster and slightly higher. This move lacks recovery, both vertically and horizontally, and only lasts for a short time, even when the special button is used. The hula hoops have little range, and can deal 5% damage upon contact. They do not have much knockback, but they push the opponent far enough so that they can't hit them more than once.

Customization

Customization was introduced in Super Smash Bros. 4. Super Hoop has two variations:

  1. Jumbo Hoop: When used on the ground, Wii Fit Trainer hovers above the ground, rising slowly, although very insignificantly. When the special button is pushed repeatedly, Wii Fit Trainer propels upward for a short distance . When used in the air, it does not move upwards at all; it has no vertical movement, limiting Wii Fit Trainer's vertical recovery to his/her standard jumps. When the special button is pressed, it only rises slightly. It boasts a reliable horizontal recovery, being able to travel the length of Final Destination before ending, causing the Wii Fit Trainer to fall into helplessness. Has a greatly improved range, as the hula hoops are bigger. If an enemy makes contact with the hoops, they will be damaged by 5%. By moving towards the foe continuously, the Wii Fit Trainer can trap the opponent into a barrage of hits. This move is highly maneuverable and can change directions at any time.
  2. Hoop Hurricane: Creates a vortex that pulls opponents in while rising, but has little to no vertical movement, about half of the standard variation's height. However, when the special button is used, it rises slightly more than the standard variant, and rises much quicker. Additionally, the move only lasts for a brief moment, less than the standard variation. This makes it an impractical recovery when the special button is not pressed repeatedly, both vertically and horizontally. When the enemy is pulled in, they are hit multiple times, each hit causing 1% or 2% of damage. The opponent can be hit about five to six times, racking up around 9% to 12% damage when all hits connect.

Description from the 3DS version's foldout

"Use a hoop to rise, pressing B rapidly to rise faster."

Origin

The move is based on Hula Hoop, one of the Aerobics activities in every game in the Wii Fit series. In the minigame, players stand atop the Wii Balance Board and roll their hips, causing their Mii to spin a Hula Hoop. As the game continues, more hoops are added. the name of the move references Super Hula hoop, a variant introduced in Wii Fit Plus where the player sways both sides in on session.

Gallery