Dragon Lunge: Difference between revisions

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==Overview==
==Overview==
[[File:Corrin Screen 10.jpg|thumb|left|Dragon Lunge in {{for3ds}}.]]
[[File:Corrin Screen 10.jpg|thumb|left|Dragon Lunge in {{for3ds}}.]]
When used on the ground, Corrin takes a short and quick leap forward. When used in the air (or when the button is pressed again after the grounded short leap) he activates Dragon Fang and thrusts his spear-hand at a downward angle. The thrust deals 7% [[damage]] if started on the ground and 8% if started in the air; in both cases the tip of the lance has a [[sweet spot]] which deals 15% damage and increased [[knockback]].
When used on the ground, Corrin takes a short and quick leap forward; during this hop, pressing the button again has him activate Dragon Fang and thrust his spear-hand at a downward angle (the midair version has him thrust instantly without the prior hop). The thrust deals 7% [[damage]] if started on the ground and 8% if started in the air; in both cases the tip of the lance has a [[sweet spot]] which deals 15% damage and increased [[knockback]].


If Corrin's spear-hand makes contact with a solid surface, be it a floor or a wall, it sticks into it, and Corrin remains still. Any opponents caught in the attack while it is held will be pinned with him, unable to move, although they can shorten the duration of the pin through button mashing. From this position, Corrin can follow up with a kick forward (directional input forward or neutral special button), a kick backward (directional input backward), a jump (up direction), or simply cancel the attack by falling to the ground (waiting, with no inputs). The attack can only be held for approximately 3 seconds. The kick propels Corrin horizontally, potentially off a ledge, and both the forward and the backward versions deal 12% damage; however a backward kick deals only 5% damage to pinned opponents.
If Corrin's spear-hand makes contact with a solid surface, be it a floor or a wall, it sticks into it causing Corrin to remain still. Any targets caught in the attack while it is held will be pinned with him, unable to move, although they can shorten the duration of the pin through button mashing. From this position, Corrin can follow up with a flying kick forward (directional input forward or special button), a kick backward (directional input backward), a forward front-flipping jump (up direction), or simply cancel the attack by falling to the ground (waiting, with no inputs). The attack can only be held for approximately 3 seconds. The flying kick propels Corrin horizontally, potentially off a ledge (but does not put him into helpless state), and both the forward and the backward versions deal 12% damage; however a backward kick deals only 5% damage to pinned opponents.


Once the move has been used in the air, Corrin won't be able to use it again until he lands or is hit. It does not put him into a helpless state however.
Once the move has been used in the air, Corrin won't be able to use it again until he lands or is hit. It does not put him into a helpless state however.
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