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**Special moves that have unique visual indicators on the [[damage meter]] or on their model (e.g. [[Monado Arts]], [[Wario Waft]]). | **Special moves that have unique visual indicators on the [[damage meter]] or on their model (e.g. [[Monado Arts]], [[Wario Waft]]). | ||
**Special moves with multiple names depending on input (e.g. [[Burning Knuckle / Crack Shoot]], [[Egg Firing / Breegull Blaster]]). | **Special moves with multiple names depending on input (e.g. [[Burning Knuckle / Crack Shoot]], [[Egg Firing / Breegull Blaster]]). | ||
*Common properties of [[hitbox]]es or universal animations that are simply more prominent in specific characters' movesets (e.g. [[Pichu]]'s [[recoil]], [[Marth]]'s [[tipper]], [[Jigglypuff]]'s self-sacrificial [[shield jump]]). | *Common properties of [[hitbox]]es or universal animations that are simply more prominent in specific characters' movesets (e.g. [[Pichu]]'s [[recoil damage|recoil]], [[Marth]]'s [[tipper]], [[Jigglypuff]]'s self-sacrificial [[shield jump]]). | ||
**Most occurences of [[armor]] (however, armor that pulls from a shared resource or that can occur outside of attacks will be listed). | **Most occurences of [[armor]] (however, armor that pulls from a shared resource or that can occur outside of attacks will be listed). | ||
*Purely aesthetic mechanics, such as [[Steve]]'s ability to look up and down by tilting the control stick, or [[Pit]] and [[Mega Man]]'s idle animations slightly changing depending on what move they used last. | *Purely aesthetic mechanics, such as [[Steve]]'s ability to look up and down by tilting the control stick, or [[Pit]] and [[Mega Man]]'s idle animations slightly changing depending on what move they used last. |
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