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(→In Super Smash Bros. Melee: added mention of knee on shield into grab.) |
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Due to the Knee Smash's low ending lag, players can use it as a launcher into another aerial attack, often another Knee Smash. In addition, if a hard Knee Smash lands at 60% or so, players can occasionally follow it up with an aerial [[Falcon Punch]] in the deadly "[[Sacred combo#In_Melee|Sacred Combo]]". | Due to the Knee Smash's low ending lag, players can use it as a launcher into another aerial attack, often another Knee Smash. In addition, if a hard Knee Smash lands at 60% or so, players can occasionally follow it up with an aerial [[Falcon Punch]] in the deadly "[[Sacred combo#In_Melee|Sacred Combo]]". | ||
When used on shield, if the player can land a hard knee as low to the ground as possible, the player will have enough time to grab the opponent if he decides to [[shield grab]]. This is useful in [[mindgame]] because of how deceivingly safe it is on shield. | |||
In the [[PAL]] version of ''Melee'', the late hit of the attack is weakened, dealing less knockback and halved damage. This nerf prevents Captain Falcon from following up with another hard knee, forcing him to follow up with an up aerial instead. | In the [[PAL]] version of ''Melee'', the late hit of the attack is weakened, dealing less knockback and halved damage. This nerf prevents Captain Falcon from following up with another hard knee, forcing him to follow up with an up aerial instead. |
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