Stealth Burst: Difference between revisions
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'''Stealth Burst''' is one of three [[side special move]]s for the {{SSB4|Mii Gunner}}. When used, the Gunner projects a small shining energy shot across the stage that vanishes momentarily, with the Gunner controlling the distance it moves, until he/she releases it or it reaches its max distance, where it then creates a damaging explosion. If the move is used while in the air, the player will enter a helpless state and fall. This move is very similar to [[Zelda]]'s side special, [[Din's Fire]], but has some noteworthy differences. | '''Stealth Burst''' is one of three [[side special move]]s for the {{SSB4|Mii Gunner}}. When used, the Gunner projects a small shining energy shot across the stage that vanishes momentarily, with the Gunner controlling the distance it moves, until he/she releases it or it reaches its max distance (about 3/4 of Final Destination), where it then creates a damaging explosion. If the move is used while in the air, the player will enter a helpless state and fall. This move is very similar to [[Zelda]]'s side special, [[Din's Fire]], but has some noteworthy differences. | ||
As the name suggests, Stealth Burst becomes nearly invisible shortly after being shot, making it hard for the opponent to time a dodge but also difficult for the user to time the explosion (thought they can master the latter with enough practice). Unlike Din's Fire, the Gunner does not float while controlling the burst (instead, they'll stop falling for a moment before descending at a slower rate), nor can the move be controlled at all, as it always goes straight forward at a steady rate and explodes when the button is release or reaches max range. | As the name suggests, Stealth Burst becomes nearly invisible shortly after being shot, making it hard for the opponent to time a dodge but also difficult for the user to time the explosion (thought they can master the latter with enough practice). Unlike Din's Fire, the Gunner does not float while controlling the burst (instead, they'll stop falling for a moment before descending at a slower rate), nor can the move be controlled at all, as it always goes straight forward at a steady rate and explodes when the button is release or reaches max range. | ||
Due to the slight unpredictability of the move, and the ability to control how far it travels, the Stealth Burst is a very good method for onstage edgeguarding, though it may prove to be somewhat difficult against characters who can reuse their recoveries after getting hit. | |||
{{Special Moves/Mii Gunner}} | {{Special Moves/Mii Gunner}} |
Revision as of 19:42, June 16, 2015
Stealth Burst | |
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File:StealthBurst.gif The Gunner using Stealth Burst. | |
User | Mii Gunner |
Universe | Super Smash Bros. |
Stealth Burst is one of three side special moves for the Mii Gunner. When used, the Gunner projects a small shining energy shot across the stage that vanishes momentarily, with the Gunner controlling the distance it moves, until he/she releases it or it reaches its max distance (about 3/4 of Final Destination), where it then creates a damaging explosion. If the move is used while in the air, the player will enter a helpless state and fall. This move is very similar to Zelda's side special, Din's Fire, but has some noteworthy differences.
As the name suggests, Stealth Burst becomes nearly invisible shortly after being shot, making it hard for the opponent to time a dodge but also difficult for the user to time the explosion (thought they can master the latter with enough practice). Unlike Din's Fire, the Gunner does not float while controlling the burst (instead, they'll stop falling for a moment before descending at a slower rate), nor can the move be controlled at all, as it always goes straight forward at a steady rate and explodes when the button is release or reaches max range.
Due to the slight unpredictability of the move, and the ability to control how far it travels, the Stealth Burst is a very good method for onstage edgeguarding, though it may prove to be somewhat difficult against characters who can reuse their recoveries after getting hit.