Electroshock Arm: Difference between revisions
(Removed mention of "exactly" the same effects as Upperdash since they are not identical) |
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==Customization== | ==Customization== | ||
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | ||
{{CustomSet|DarkPit|Side|name1=Electroshock Arm|desc1=A steadfast forward charge with a weapon that launches foes diagonally upward.|name2=Electrocut Arm|desc2=Ready your weapon, and strike if an enemy comes in range. You won't flinch while readied.|name3=Quickshock Arm|desc3=Charge forward with such speed, you won't stop even after delivering an uppercut.}} | {{CustomSet|DarkPit|Side|name1=Electroshock Arm|desc1=A steadfast forward charge with a weapon that launches foes diagonally upward.|name2=Electrocut Arm|desc2=Ready your weapon, and then strike if an enemy comes in range. You won't flinch while readied.|name3=Quickshock Arm|desc3=Charge forward with such speed, you won't stop even after delivering an uppercut.}} | ||
#'''Electroshock Arm''': Default. | #'''Electroshock Arm''': Default. | ||
#'''Electrocut Arm''': A pseudo [[counterattack]] with [[super armor]] on frames 7-40 that allows Dark Pit to uppercut enemies if they try to hit him. It will not let him dash and will cause him to step back slightly, making the move more difficult to land. Dark Pit will initiate the attack if an enemy comes close, regardless if they hit him or not. This move can be canceled when used on the very [[edge]] of the stage. Has slightly less range to activate the move than Pit's Interception Arm. Like Interception Arm, the counterattack has super armor on frames 1-8. | #'''Electrocut Arm''': A pseudo [[counterattack]] with [[super armor]] on frames 7-40 that allows Dark Pit to uppercut enemies if they try to hit him. It will not let him dash and will cause him to step back slightly, making the move more difficult to land. Dark Pit will initiate the attack if an enemy comes close, regardless if they hit him or not. This move can be canceled when used on the very [[edge]] of the stage. Has slightly less range to activate the move than Pit's Interception Arm. Like Interception Arm, the counterattack has super armor on frames 1-8. |
Revision as of 21:23, February 13, 2022
Electroshock Arm | |
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Electroshock Arm in Super Smash Bros. Ultimate. | |
User | Dark Pit |
Universe | Kid Icarus |
Article on Icaruspedia | Electroshock Arm |
The Electroshock Arm (豪腕デンショッカー, Strong/Stout-Arm Electric Shocker) is Dark Pit's side special move.
Overview
The move is an electrical variant of Pit's Upperdash Arm. The move has similar effects and the same frame data as Pit's version, having super armor on frames 11-26 and being able to deflect projectiles while active. However, unlike the Upperdash Arm, the Electroshock Arm throws its target at a 30-40˚ angle instead of vertically. The Electroshock Arm also deals 1% more damage, and Dark Pit occasionally blurts "Electroshock!" if the move connects.
The move has a proximity detection hitbox out on frame 16-35 on the ground, or 19-35 in the air, just like Upperdash Arm. Dark Pit suffers from great ending lag should a player use the move in midair as well (though just like Upperdash Arm, it does not put him into a helpless state like so).
Although generally KOing later than Upperdash Arm due to its mainly diagonal knockback, the move can KO opponents much earlier near the sides of the stage as it sends opponents towards the side blast lines, starting at 50%. The move is hence best used against opponents who tend to stray near the edge a lot, and it can be worth the risk using the move offstage as an edgeguard to guarantee an early kill.
Instructional quotes
case foldout | A steadfast forward charge with a weapon that launches foes diagonally upward. | |
Move List | Charges forward with a weapon that launches foes diagonally upward. |
Customization
Special Move customization was added in Super Smash Bros. 4. These are the variations:
1. Electroshock Arm | 2. Electrocut Arm | 3. Quickshock Arm |
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"A steadfast forward charge with a weapon that launches foes diagonally upward." | "Ready your weapon, and then strike if an enemy comes in range. You won't flinch while readied." | "Charge forward with such speed, you won't stop even after delivering an uppercut." |
- Electroshock Arm: Default.
- Electrocut Arm: A pseudo counterattack with super armor on frames 7-40 that allows Dark Pit to uppercut enemies if they try to hit him. It will not let him dash and will cause him to step back slightly, making the move more difficult to land. Dark Pit will initiate the attack if an enemy comes close, regardless if they hit him or not. This move can be canceled when used on the very edge of the stage. Has slightly less range to activate the move than Pit's Interception Arm. Like Interception Arm, the counterattack has super armor on frames 1-8.
- Quickshock Arm: A faster, longer dash that continues after the uppercut, making it hard to control, but in some cases useful for chasing enemies after landing the hit, to possibly avoid punishes when hitting a shielding opponent, or to slide across the stage if aimed properly near and towards a ledge.
Electrocut Arm in Super Smash Bros. for Nintendo 3DS.
Quickshock Arm in Super Smash Bros. for Nintendo 3DS.
Origin
The Electroshock Arm is one of the Arm weapons introduced in Kid Icarus: Uprising. This weapon inflicts paralysis and has expanding charged shots. Unlike the Silver Bow and Dark Pit Staff, Dark Pit never uses this weapon in Uprising (unless the player equips it when controlling him).
Gallery
Electroshock Arm being used in Super Smash Bros. for Nintendo 3DS.
Electroshock Arm in Super Smash Bros. for Wii U.
Dark Pit using Electroshock Arm as shown by the Move List in Ultimate.