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|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back) | |dsmashdmg={{ChargedSmashDmgSSBU|10}} (front), {{ChargedSmashDmgSSBU|12}} (back) | ||
|dsmashdesc=A legsweep. A [[semi-spike]] with decent speed and high base knockback, allowing it to set up edgeguards and punish rolls effectively. | |dsmashdesc=A legsweep. A [[semi-spike]] with decent speed and high base knockback, allowing it to set up edgeguards and punish rolls effectively. The front hit can KO middleweights center stage around 160%. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|10}} (hit 1), {{ShortHopDmgSSBU|9}} (hit 2, clean), {{ShortHopDmgSSBU|8}} (hit 2, late) | |nairdmg={{ShortHopDmgSSBU|10}} (hit 1), {{ShortHopDmgSSBU|9}} (hit 2, clean), {{ShortHopDmgSSBU|8}} (hit 2, late) | ||
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|dairdesc=Swings her Arm Cannon in a downward arcing motion. Hitting with the move's trail [[meteor smash]]es opponents, while the edges of the move at the very start and end deal decent horizontal knockback. Autocancels from a short hop, and due to its relatively low ending lag, the meteor smash is excellent for starting combos on grounded opponents, much like her up tilt. | |dairdesc=Swings her Arm Cannon in a downward arcing motion. Hitting with the move's trail [[meteor smash]]es opponents, while the edges of the move at the very start and end deal decent horizontal knockback. Autocancels from a short hop, and due to its relatively low ending lag, the meteor smash is excellent for starting combos on grounded opponents, much like her up tilt. | ||
|zairname=[[Grapple Beam]] | |zairname=[[Grapple Beam]] | ||
|zairdmg= | |zairdmg=2.5% (hit 1), 4% (hit 2) | ||
|zairdesc=Fires the {{s|metroidwiki|Grapple Beam}}. A useful spacing option due to having only 8 frames of landing lag. It autocancels from a full hop and has impressive range, being the longest grab aerial in game. In addition to its recovery and spacing capabilities, it is good at setting up combos at close range upon landing, due to its low landing lag. Unlike in previous games, however, hitting an opponent causes the Grapple Beam to retract earlier, while not reducing the move's ending lag. | |zairdesc=Fires the {{s|metroidwiki|Grapple Beam}}. A useful spacing option due to having only 8 frames of landing lag. It autocancels from a full hop and has impressive range, being the longest grab aerial in game. In addition to its recovery and spacing capabilities, it is good at setting up combos at close range upon landing, due to its low landing lag. Unlike in previous games, however, hitting an opponent causes the Grapple Beam to retract earlier, while not reducing the move's ending lag. | ||
|grabname=Grapple Beam | |grabname=Grapple Beam | ||
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|uthrowname= | |uthrowname= | ||
|uthrowdmg=5% (hit 1), 7% (throw) | |uthrowdmg=5% (hit 1), 7% (throw) | ||
|uthrowdesc=Puts the opponent above herself and blasts them upward with her Arm Cannon. Dark Samus's most damaging and strongest throw, possessing enough knockback to KO middleweights under | |uthrowdesc=Puts the opponent above herself and blasts them upward with her Arm Cannon. Dark Samus's most damaging and strongest throw, possessing enough knockback to KO middleweights under 170% from ground level and without rage. At low percents, it can also combo into an up aerial against large characters, as well as Screw Attack against most characters, though the latter will only connect its hits reliably on a few characters. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=8% | |dthrowdmg=8% |
edits