Knee Smash: Difference between revisions

445 bytes added ,  8 years ago
→‎In Super Smash Bros. Melee: added use of weak knee
(→‎In Super Smash Bros. Melee: added mention of knee on shield into grab.)
(→‎In Super Smash Bros. Melee: added use of weak knee)
Line 9: Line 9:
The Knee Smash is considered among the best moves in the game due to its low start-up lag and very powerful horizontal knockback, where it can reliably KO under 100% in most stages. Many combos and strategies for Captain Falcon end with a Knee Smash. When the Knee Smash is at [[stale-move negation|full power]], it makes an excellent [[wall of pain]], and can be accompanied by Captain Falcon's [[down aerial]] for a pseudo-[[Ken Combo]].
The Knee Smash is considered among the best moves in the game due to its low start-up lag and very powerful horizontal knockback, where it can reliably KO under 100% in most stages. Many combos and strategies for Captain Falcon end with a Knee Smash. When the Knee Smash is at [[stale-move negation|full power]], it makes an excellent [[wall of pain]], and can be accompanied by Captain Falcon's [[down aerial]] for a pseudo-[[Ken Combo]].


The Knee Smash acts as a [[sex kick]], with two main [[hitbox]]es. The initial hitbox (often called the "hard knee"), which lasts only a few frames, is Captain Falcon's primary KO move and is accompanied by an electric effect. The second hitbox (nicknamed the "soft knee") lasts much longer, but lacks the damage and knockback of the initial hitbox. The attack, however, acts as a semi-spike, albeit a weak one.
The Knee Smash acts as a [[sex kick]], with two main [[hitbox]]es. The initial hitbox (often called the "hard knee"), which lasts only a few frames, is Captain Falcon's primary KO move and is accompanied by an electric effect. The second hitbox (nicknamed the "soft knee") lasts much longer, but lacks the damage and knockback of the initial hitbox. The attack acts as a semi-spike, albeit a weak one. Despite how seemingly weak it is, it has its uses. The player can use weak knee in comboing the entire cast with the most common combos being: weak knee into hard knee and weak knee into up air. Weak knee can also be used in [[edge guarding]]. By using his speed Captain Falcon can reach extremely far offstage and cover large areas with his knee. While sometimes the weak knee may not be enough to kill, it sets the player up to continue the edge guard.


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]]".
7

edits