Angel Ring: Difference between revisions
(Why do we have an origin section on this article since this is based on a move only unique to the smash bros. series?) |
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There is a small [[push]] effect in front of Pit once the move is ended, making it so that the move is not as easily [[punishment|punished]] from the front. | There is a small [[push]] effect in front of Pit once the move is ended, making it so that the move is not as easily [[punishment|punished]] from the front. | ||
Being able to reflect projectiles as well also puts the opponent in a very pressuring situation if they are not very good at approach options, if the stage space is rather tight to get around the Angel Ring through other means or if the opponent is a heavy projectile user. One notable example of the latter would be Pit using Angel Ring to pursue [[Samus (SSBB)|Samus]], as Samus can not simply stop Pit with her [[Charge Shot]] due to Angel Ring deflecting it, nor can she [[Missile]] very often. Instead, the Samus player would have to rely more on grabs or simply dodging around it during its initial startup, making sure to dodge the opposite direction it is coming from, in order to pursue from behind. | |||
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Revision as of 01:23, August 7, 2016
Angel Ring | |
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Angel Ring in Super Smash Bros. Brawl. | |
User | Pit |
Universe | Kid Icarus |
Article on Icaruspedia | Angel Ring |
“ | Spin Palutena's Bow at blinding speed, scoring multiple hits on the enemy. | ” |
—Brawl's instruction manual |
The Angel Ring (エンジェリング, Angel Ring) is Pit's side special move in Super Smash Bros. Brawl. It was replaced by the Upperdash Arm in Super Smash Bros. 4. When used, Pit rapidly spins his bow in front of him, which damages opponents while deflecting any incoming projectiles, yelling "HIYYYYYAAA!!!" as he does so.
Overview
If the special button is pressed once, Pit will perform a short dash forward while spinning his bow, then stop. To keep the bow spinning, the player must press the special button repeatedly, like Sonic's Spin Charge. Pit cannot move after the initial movement forward, which can leave him vulnerable to things such as to opponents that jump over Pit to attack from behind, as well as to any ranged grabs like Link's Clawshot. It does 1% damage, has very low knockback, and hits 8 times per second, easily racking up damage if the opponent does not SDI correctly.
When Angel Ring is used in mid-air, Pit initially moves forwards, but resumes falling straight down after a short amount of time. Due to the move's relatively high ending lag, Pit could self-destruct if it is used offstage.
There is a small push effect in front of Pit once the move is ended, making it so that the move is not as easily punished from the front.
Being able to reflect projectiles as well also puts the opponent in a very pressuring situation if they are not very good at approach options, if the stage space is rather tight to get around the Angel Ring through other means or if the opponent is a heavy projectile user. One notable example of the latter would be Pit using Angel Ring to pursue Samus, as Samus can not simply stop Pit with her Charge Shot due to Angel Ring deflecting it, nor can she Missile very often. Instead, the Samus player would have to rely more on grabs or simply dodging around it during its initial startup, making sure to dodge the opposite direction it is coming from, in order to pursue from behind.