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|[[Lucario]]||[[Aura]]||The damage output and respective knockback of Lucario's attacks increase in proportion with its own percentage. In ''Brawl'', the damage multiplier ranges from 0.7× at 0% to 1.4× at 170%; in ''SSB4'' and ''Ultimate'', it ranges from 0.66× at 0% to 1.7× (in ''SSB4'') or 1.67× (in ''Ultimate'') at 190%. The damage multiplier is further affected by Lucario's placing or stocks compared to the opponents', increasing if it is behind and decreasing if it is ahead. The aura ability should not be confused with [[Aura (effect)]], which is a property of certain attacks where opponents temporarily emit blue flame-like energy after being hit. While attacks like Kirby's [[Copy ability]] of Lucario and {{SSBU|Richter}}'s [[Holy Water]] have an aura affect, Richter and Kirby themselves do not have the aura ability. | |[[Lucario]]||[[Aura]]||The damage output and respective knockback of Lucario's attacks increase in proportion with its own percentage. In ''Brawl'', the damage multiplier ranges from 0.7× at 0% to 1.4× at 170%; in ''SSB4'' and ''Ultimate'', it ranges from 0.66× at 0% to 1.7× (in ''SSB4'') or 1.67× (in ''Ultimate'') at 190%. The damage multiplier is further affected by Lucario's placing or stocks compared to the opponents', increasing if it is behind and decreasing if it is ahead. The aura ability should not be confused with [[Aura (effect)]], which is a property of certain attacks where opponents temporarily emit blue flame-like energy after being hit. While attacks like Kirby's [[Copy ability]] of Lucario and {{SSBU|Richter}}'s [[Holy Water]] have an aura affect, Richter and Kirby themselves do not have the aura ability. | ||
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|rowspan= | |rowspan=2|[[Min Min]]||[[ARMS Change]]||Min Min can switch her right ARM to Ramram, Megawatt, or Dragon via her down special, which in turn changes the power and range of her neutral and side specials. | ||
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|Powered up Dragon||Min Min's left Dragon ARM can become stronger, indicated by its larger appearance and flames billowing from it. As in ''ARMS'', this happens after Min Min throws an opponent, though this can also happen once she gains access to [[ARMS Rush|her Final Smash]]. When powered up, her Dragon ARM's punch and laser will both become stronger for 20 seconds. | |Powered up Dragon||Min Min's left Dragon ARM can become stronger, indicated by its larger appearance and flames billowing from it. As in ''ARMS'', this happens after Min Min throws an opponent, though this can also happen once she gains access to [[ARMS Rush|her Final Smash]]. When powered up, her Dragon ARM's punch and laser will both become stronger for 20 seconds. | ||
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|[[Olimar]]||{{b|Pikmin|species}}||Olimar has up to 3 Pikmin (6 in ''Brawl'') following him, who take part in all his moves except [[neutral attack]], [[dash attack]], [[tilt]]s, [[neutral aerial]], [[floor attack]]s, and [[ledge attack]]. Each of the five types of Pikmin — red, yellow, blue, white, and purple — have different traits such as health, damage, effect, and range. Pikmin can be killed by enemy attacks, by entering [[water]] deep enough for Olimar to [[Swimming|swim]] in (with the exception of blue Pikmin, which do ''not'' die when Olimar begins swimming), or by crossing the bottom [[blast zone]] after being [[Pikmin Throw|thrown]], requiring Olimar to generate new ones by using [[Pikmin Pluck]]. | |[[Olimar]]||{{b|Pikmin|species}}||Olimar has up to 3 Pikmin (6 in ''Brawl'') following him, who take part in all his moves except [[neutral attack]], [[dash attack]], [[tilt]]s, [[neutral aerial]], [[floor attack]]s, and [[ledge attack]]. Each of the five types of Pikmin — red, yellow, blue, white, and purple — have different traits such as health, damage, effect, and range. Pikmin can be killed by enemy attacks, by entering [[water]] deep enough for Olimar to [[Swimming|swim]] in (with the exception of blue Pikmin, which do ''not'' die when Olimar begins swimming), or by crossing the bottom [[blast zone]] after being [[Pikmin Throw|thrown]], requiring Olimar to generate new ones by using [[Pikmin Pluck]]. | ||
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|[[Passive shield]]||Certain fighters are equipped with a special shield that passively blocks any [[reflect]]able [[projectile]] coming from their front while standing, [[walk]]ing, or [[crouch]]ing. The shield will not block projectiles if the fighter is holding an item. Link's shield in ''Smash 64'' is purely aesthetic.||[[Link]] (since {{GameIcon|SSBM}}), [[Young Link]], [[Toon Link]], [[Hero]] | |[[Passive shield]]||Certain fighters are equipped with a special shield that passively blocks any [[reflect]]able [[projectile]] coming from their front while standing, [[walk]]ing, or [[crouch]]ing. The shield will not block projectiles if the fighter is holding an item. Link's shield in ''Smash 64'' is purely aesthetic.||[[Link]] (since {{GameIcon|SSBM}}), [[Young Link]], [[Toon Link]], [[Hero]] | ||
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|Smash attack penalties {{GameIcon|SSBU}}||While most characters in ''Ultimate'' can hold fully-charged smash attacks for up to 120 frames, Min Min's forward smash can only be held for 30 frames, and all of Bayonetta and Olimar's smashes, Mega Man and Villager's forward smashes, and Ness's up and down smashes can only be held for 60 frames. Additionally, all of these attacks except Min Min's forward smash have a 1.2x damage multiplier when fully charged instead of the usual 1.4x.||[[Bayonetta]], [[Mega Man]], [[Min Min]], [[Ness]], [[Olimar]], [[Villager]] | |||
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|Tapped and held attacks||Ryu and Ken's neutral attacks and tilt attacks, as well as the neutral attacks of Min Min, Simon, and Richter, become completely different moves depending on if the attack button is tapped or held. In the case of Simon and Richter, their held neutral attack can be controlled manually to strike nearby opponents or cancel out weak projectiles, while their tapped neutral attack acts as a standard rapid jab. Bayonetta's neutral attack, dash attack, tilt attacks, and aerial attacks all activate [[Bullet Arts]] when the attack button is held, which causes her to shoot bullets that deal 0.5% each after the attack animation has ended, and any attack where Min Min uses either Dragon ARM will fire a laser if the respective attack button is held after the attack animation ends. In ''Ultimate'', if Ryu or Ken are close enough to their opponent, their held neutral attack becomes a move closely resembling their held up tilt, while their tapped forward tilt becomes a completely different move.||[[Ryu]], [[Ken]], [[Bayonetta]], [[Simon]], [[Richter]], [[Min Min]] | |Tapped and held attacks||Ryu and Ken's neutral attacks and tilt attacks, as well as the neutral attacks of Min Min, Simon, and Richter, become completely different moves depending on if the attack button is tapped or held. In the case of Simon and Richter, their held neutral attack can be controlled manually to strike nearby opponents or cancel out weak projectiles, while their tapped neutral attack acts as a standard rapid jab. Bayonetta's neutral attack, dash attack, tilt attacks, and aerial attacks all activate [[Bullet Arts]] when the attack button is held, which causes her to shoot bullets that deal 0.5% each after the attack animation has ended, and any attack where Min Min uses either Dragon ARM will fire a laser if the respective attack button is held after the attack animation ends. In ''Ultimate'', if Ryu or Ken are close enough to their opponent, their held neutral attack becomes a move closely resembling their held up tilt, while their tapped forward tilt becomes a completely different move.||[[Ryu]], [[Ken]], [[Bayonetta]], [[Simon]], [[Richter]], [[Min Min]] |
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