Darkest Lariat: Difference between revisions
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==Overview== | ==Overview== | ||
Darkest Lariat consists of Incineroar rapidly performing a series of [[wikipedia:Professional wrestling attacks#Discus|discus]] [[wikipedia:Professional wrestling attacks#Lariat|lariats]]. Its early hit is powerful - even being a KO option with or without [[Revenge]] - but weakens over time with its gradually changing hitboxes. Due to the way the hitboxes work, however, the move will always poke or break [[shield]]s unless the opponent [[perfect shield]]s or dodges the last hit. As a result, the move is relatively safe to use as a shield pressure tool. | Darkest Lariat consists of Incineroar rapidly performing a series of [[wikipedia:Professional wrestling attacks#Discus|discus]] [[wikipedia:Professional wrestling attacks#Lariat|lariats]]. Its early hit is powerful - even being a KO option with or without [[Revenge]] - but weakens over time with its gradually changing hitboxes. Due to the way the hitboxes work, however, the move will always poke or break [[shield]]s unless the opponent [[perfect shield]]s or dodges the last hit. As a result, the move is relatively safe to use as a shield pressure tool. It can also be used after hitting shield with an aerial to guard against slow [[out of shield]] options. | ||
It possesses [[trample]] throughout its duration, beating out many moves and thus making it a prime defensive option. It comes out on frame 5, with [[invincibility]] on Incineroar's whole body from frames 5-6, but only if used on the ground. After this, the head and arms become invincible for a frame, before it remains on the arms until frame 57, allowing it to completely negate weak projectiles and out-prioritize attacks without sufficient reach. | It possesses [[trample]] throughout its duration, beating out many moves and thus making it a prime defensive option. It comes out on frame 5, with [[invincibility]] on Incineroar's whole body from frames 5-6, but only if used on the ground. After this, the head and arms become invincible for a frame, before it remains on the arms until frame 57, allowing it to completely negate weak projectiles and out-prioritize attacks without sufficient reach. However, while it is strong as a defensive option, the committal nature makes it extremely punishable against a prepared opponent. It is also vulnerable to moves with [[armor]] or [[disjoint]]s. | ||
While using it, Incineroar can also move along the ground, albeit slowly, similarly to the grounded versions of [[Spinning Kong]] and [[Mach Tornado]]. Additionally, it can | While using it, Incineroar can also move along the ground, albeit slowly, similarly to the grounded versions of [[Spinning Kong]] and [[Mach Tornado]]. Additionally, it can slow Incineroar's [[air speed]] while being able to move as well, making it a niche [[recovery]] option. It can also be used when running off the ledge as an [[edgeguard]]ing option against poor recoveries. | ||
==Instructional quote== | ==Instructional quote== |