Knee Smash: Difference between revisions

627 bytes added ,  8 years ago
Line 18: Line 18:


===In ''Super Smash Bros. Brawl''===
===In ''Super Smash Bros. Brawl''===
In ''Brawl'', the Knee Smash was [[nerf]]ed. The initial hitbox was nerfed such that it needs to actually sweet spot on the knee for the familiar electric hit to occur, as the back hitbox simply has similar properties of [[NTSC]] ''Melee''{{'}}s late hit, while the late hit in ''Brawl'' acts like the [[PAL]] late hit in ''Melee'', being even weaker than the clean hit's sourspot. In addition, the initial hitbox as a whole now only lasts one frame; as a result, it is much harder to land a hard Knee Smash. Its [[hitlag]] has also been significantly increased, allowing for more [[DI]] and [[SDI]] from the opponent. On the upside, it can [[autocancel]] from a short hop, though on smaller characters, this trait can only be taken full advantage of if they aren't on the ground. Nonetheless, the Knee Smash remains among Falcon's strongest finishers, sometimes used in an aerial combo in place of his up aerial.
In ''Brawl'', the Knee Smash was [[nerf]]ed. The initial hitbox was nerfed such that it needs to actually sweet spot on the knee for the familiar electric hit to occur, as the back hitbox simply has similar properties of [[NTSC]] ''Melee''{{'}}s late hit, while the late hit in ''Brawl'' acts like the [[PAL]] late hit in ''Melee'', being even weaker than the clean hit's sourspot. In addition, the initial hitbox as a whole now only lasts one frame (instead of three) and its hitbox is significantly smaller (5.2 → 3); as a result, it is much harder to land a hard Knee Smash, especially on smaller characters. Its [[hitlag]] has also been significantly increased, allowing for more [[DI]] and [[SDI]] from the opponent. On the upside, it can [[autocancel]] from a short hop, though on smaller characters, this trait can only be taken full advantage of if they aren't on the ground. Nonetheless, the Knee Smash remains among Falcon's strongest finishers (stronger than all of his smash attacks), sometimes used in an aerial combo in place of his up aerial.
 
The Knee Smash had its knockback altered (24 (base)/100 (growth) → 30/93), which would technically make it weaker than it was in ''Melee'', but due to it dealing 1% more damage (18% → 19%), it retains its strength overall. It also has 4 frames more ending lag (IASA 36 → 40). The higher base knockback makes it safer on hit at lower percentages. However, the reduced scaling makes it slightly weaker at higher percentages. It also has higher landing lag (18 frames → 22).


A late Knee Smash can trip a grounded opponent often, and is still useful for [[gimp]]ing recoveries like {{SSBB|Falco}}'s, albeit less so than in ''Melee''. It can also be followed up with an up aerial or a sweet spotted Knee Smash if the opponent is read correctly.  
A late Knee Smash can trip a grounded opponent often, and is still useful for [[gimp]]ing recoveries like {{SSBB|Falco}}'s, albeit less so than in ''Melee''. It can also be followed up with an up aerial or a sweet spotted Knee Smash if the opponent is read correctly.  
Anonymous user