Upperdash Arm: Difference between revisions
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==Overview== | ==Overview== | ||
The move involves Pit dashing forward, and then uppercutting any opponent he comes across with the Upperdash Arm, similarly to [[Raptor Boost]]. The move has [[armor]] during the uppercut, and can also deflect projectiles | The move involves Pit dashing forward, and then uppercutting any opponent he comes across with the Upperdash Arm, similarly to [[Raptor Boost]]. The move has [[armor]] during the uppercut, allowing Pit to plow through even smash attacks to land a hit, and can also deflect projectiles while the move is active, though it will cut short Pit's dash as Pit will swing his Arm prematurely. The move does 11% with mainly vertical knockback, and can KO at 150%. | ||
If used in the air, the ending lag can lead to possible self-destructs if used unwisely, and during the time Pit slides to a stop can he stop at the very edge of whatever platform he's on. However, the move can sweetspot ledges. Despite the massive aerial ending lag, Pit is not put into a helpless state afterwards. | If used in the air, the move has a massive endlag regardless of whether Pit hits anything, but the move itself does not have much landing lag. Connecting with it in midair also gives Pit an upward boost that can have its momentum controlled much like a normal jump, and can be performed right afterward once more after the recovery. The ending lag can lead to possible self-destructs if used unwisely, and during the time Pit slides to a stop can he stop at the very edge of whatever platform he's on. However, the move can sweetspot ledges. Despite the massive aerial ending lag, Pit is not put into a helpless state afterwards. The aerial version is weaker than the grounded version, doing 9% and unable to KO until 170%. | ||
{{SSB4|Dark Pit}} has a variant of this move, where he uses the [[Electroshock Arm]] instead. | {{SSB4|Dark Pit}} has a variant of this move, where he uses the [[Electroshock Arm]] instead. Compared to Dark Pit's Electroshock Arm, Upperdash Arm does not do electrical damage and sends opponents flying vertically. It generally KOs faster due to the direction of its knockback, though all animations and frame data are the same for both moves. | ||
==Customization== | ==Customization== | ||
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==Origin== | ==Origin== | ||
Arms are one of the weapon classes in ''Uprising''. Weapons in this class boast power in both melee and ranged combat, but are short-ranged and have a slow attack speed (in addition to considerably slowing Pit's running speed). The Upperdash Arm has weak normal attacks but strong melee dash attacks. The back-dash charged shot from this weapon is capable of sending foes airborne. Meanwhile, the Electroshock Arm inflicts paralysis, and has expanding charged shots. | Arms are one of the weapon classes in ''Uprising''. Weapons in this class boast power in both melee and ranged combat, but are short-ranged and have a slow attack speed (in addition to considerably slowing Pit's running speed); this is referenced by Pit's move in ''Smash 4'', having good knockback but suffering punishable ending lag. The Upperdash Arm has weak normal attacks but strong melee dash attacks. The back-dash charged shot from this weapon is capable of sending foes airborne. Meanwhile, the Electroshock Arm inflicts paralysis, and has expanding charged shots. | ||
{{Special Moves|char=Pit}} | {{Special Moves|char=Pit}} |
Revision as of 22:27, April 25, 2015
Upperdash Arm | |
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Pit using his Upperdash Arm | |
User | Pit |
Universe | Kid Icarus |
Article on Icaruspedia | Upperdash Arm |
The Upperdash Arm (豪腕ダッシュアッパー, Strong-Arm Dash Upper) is a weapon from Kid Icarus Uprising, acting as Pit's new side special move in Super Smash Bros. 4.
Overview
The move involves Pit dashing forward, and then uppercutting any opponent he comes across with the Upperdash Arm, similarly to Raptor Boost. The move has armor during the uppercut, allowing Pit to plow through even smash attacks to land a hit, and can also deflect projectiles while the move is active, though it will cut short Pit's dash as Pit will swing his Arm prematurely. The move does 11% with mainly vertical knockback, and can KO at 150%.
If used in the air, the move has a massive endlag regardless of whether Pit hits anything, but the move itself does not have much landing lag. Connecting with it in midair also gives Pit an upward boost that can have its momentum controlled much like a normal jump, and can be performed right afterward once more after the recovery. The ending lag can lead to possible self-destructs if used unwisely, and during the time Pit slides to a stop can he stop at the very edge of whatever platform he's on. However, the move can sweetspot ledges. Despite the massive aerial ending lag, Pit is not put into a helpless state afterwards. The aerial version is weaker than the grounded version, doing 9% and unable to KO until 170%.
Dark Pit has a variant of this move, where he uses the Electroshock Arm instead. Compared to Dark Pit's Electroshock Arm, Upperdash Arm does not do electrical damage and sends opponents flying vertically. It generally KOs faster due to the direction of its knockback, though all animations and frame data are the same for both moves.
Customization
Special Move customization was added in Super Smash Bros. 4. These are the known variations:
- Interception Arm: A counterattack that allows Pit to uppercut enemies if they try to hit him. It will not let him dash.
- Quickdash Arm: A faster, longer dash that continues after the uppercut, making it hard to control.
Description from the 3DS version's foldout
"Dash forward and uppercut opponents."
Origin
Arms are one of the weapon classes in Uprising. Weapons in this class boast power in both melee and ranged combat, but are short-ranged and have a slow attack speed (in addition to considerably slowing Pit's running speed); this is referenced by Pit's move in Smash 4, having good knockback but suffering punishable ending lag. The Upperdash Arm has weak normal attacks but strong melee dash attacks. The back-dash charged shot from this weapon is capable of sending foes airborne. Meanwhile, the Electroshock Arm inflicts paralysis, and has expanding charged shots.