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==Overview== | ==Overview== | ||
Soaring Slash is very similar to [[Aether]], {{SSBU|Ike}}'s recovery move. However, instead of throwing his sword upward and jumping to catch it as Ike does, Chrom performs a slash upwards, and then jumps with his sword still in hand, twirling in the air before coming back down. Soaring Slash offers near-negligible horizontal movement, as it stops all of Chrom's momentum and sends him straight up and down with very little horizontal influence at the peak of the jump. As a result, it is inferior as a recovery, even in comparison to Aether. It also lacks a rising hitbox unlike Aether, allowing for opponents to simply repeatedly [[neutral attack]] at the ledge to completely stop Chrom from recovering, among other strategies. However, this can be mitigated through precise spacing for ledgesnaps. Chrom also has higher [[air speed]] than Ike | Soaring Slash is very similar to [[Aether]], {{SSBU|Ike}}'s recovery move. However, instead of throwing his sword upward and jumping to catch it as Ike does, Chrom performs a slash upwards, and then jumps with his sword still in hand, twirling in the air before coming back down. Soaring Slash offers near-negligible horizontal movement, as it stops all of Chrom's momentum and sends him straight up and down with very little horizontal influence at the peak of the jump. As a result, it is inferior as a recovery, even in comparison to Aether. It also lacks a rising hitbox unlike Aether, allowing for opponents to simply repeatedly [[neutral attack]] at the ledge to completely stop Chrom from recovering, among other strategies. However, this can be mitigated through precise spacing for ledgesnaps. While Aether has powerful knockback and is a solid KO move (as of [[List of updates (SSBU)/8.0.0 changelog|8.0.0]]), Soaring Slash has much weaker knockback by comparison, not able to KO until around 130%. On the other hand, the initial strike of the move comes out much faster than Aether. In addition, Chrom also has higher [[air speed]] than Ike, making up for some of Soaring Slash's lacking lateral movement. Soaring Slash grants Chrom [[super armor]] before he leaps upwards, in a similar vein to Aether and grounded [[Blazer]]. | ||
Soaring Slash's intial hit has a deceptively large horizontal hitbox, which when combined with the move's decent startup of 10 frames, super armor during the initial ascent and extremely high damage output if all hits connect (21% base damage), makes it an | Soaring Slash's intial hit has a deceptively large horizontal hitbox, which when combined with the move's decent startup of 10 frames, super armor during the initial ascent and extremely high damage output if all hits connect (21% base damage), makes it an effective [[out of shield]] option for Chrom. However, it deals much lower knockback than Aether, rather, it kills at roughly the same time as Roy's Blazer. | ||
Like Aether and [[Climhazzard]], the descent of Soaring Smash contains a powerful meteor smash, which will reliably hit opponents due to the initial slash of the ascent leading directly into the spike, and Chrom having no [[sourspot]]s on his sword. The meteor smash hitbox of Soaring Slash will usually KO opponents, even at low percentages, although Chrom must generally sacrifice his stock in order to land it. As such, the move can be used as a [[Sacrificial KO]]. Previously, Chrom would always reach the bottom [[blast zone]] after the opponent, meaning that it could consistently be used to secure the final KO of a match and allow Chrom to win, but as of [[List of updates (SSBU)/2.0.0 changelog|2.0.0]], Chrom now usually dies first due to decreased knockback and a slightly faster fall speed. However, with precise spacing, it | Like Aether and [[Climhazzard]], the descent of Soaring Smash contains a powerful meteor smash, which will reliably hit opponents due to the initial slash of the ascent leading directly into the spike, and Chrom having no [[sourspot]]s on his sword. The meteor smash hitbox of Soaring Slash will usually KO opponents, even at low percentages, although Chrom must generally sacrifice his stock in order to land it. As such, the move can be used as a [[Sacrificial KO]]. Previously, Chrom would always reach the bottom [[blast zone]] after the opponent, meaning that it could consistently be used to secure the final KO of a match and allow Chrom to win, but as of [[List of updates (SSBU)/2.0.0 changelog|2.0.0]], Chrom now usually dies first due to decreased knockback and a slightly faster fall speed. However, with precise spacing, it's possible for Chrom to carry an opponent into the air, then grab the ledge during the move's dive while the opponent keeps going down. | ||
Chrom has various voice clips that will play while using the move, including "Out of my way!", "I'll end you!", "How about this?", and a loud grunt. | Chrom has various voice clips that will play while using the move, including "Out of my way!", "I'll end you!", "How about this?", and a loud grunt. | ||
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Chrom SSBU Skill Preview Up Special.png|Soaring Slash as shown by the [[Move List]] in ''Ultimate''. | Chrom SSBU Skill Preview Up Special.png|Soaring Slash as shown by the [[Move List]] in ''Ultimate''. | ||
</gallery> | </gallery> | ||
==Trivia== | ==Trivia== | ||
*If Chrom is hit out of Soaring Slash around the time he gains super armor, his sword will experience a visual glitch and permanently glow with its usual sword trail. This lasts until Chrom uses a sword-swinging move. | *If Chrom is hit out of Soaring Slash around the time he gains super armor, his sword will experience a visual glitch and permanently glow with its usual sword trail. This lasts until Chrom uses a sword-swinging move. |
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