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==Origin== | ==Origin== | ||
[[File:ElwindOriginDebut.png|thumb|{{s|fireemblemwiki|Lewyn}} casts Elwind in ''{{s|fireemblemwiki|Fire Emblem: Genealogy of the Holy War}}'', the spell's first appearance.]] | |||
Elwind was introduced in ''{{s|fireemblemwiki|Fire Emblem: Genealogy of the Holy War}}'', the fourth game in the ''Fire Emblem'' series. It is one of the four "El-" tomes which constitute the second stage of {{iw|fireemblemwiki|anima|magic}} magic, along with {{s|fireemblemwiki|Elthunder}}, {{s|fireemblemwiki|Elfire}} (which existed by itself in games before ''Genealogy''), and the {{iw|fireemblemwiki|light|magic}} spell {{s|fireemblemwiki|Ellight}}. As its name suggests, Elwind is the {{iw|fireemblemwiki|wind|magic}} variant and is superior to the basic {{iw|fireemblemwiki|Wind|tome}} tome. The category of wind magic consists of tomes which are weak and have relatively low damage output compared to other tomes, but are lightweight and very accurate. Additionally, in most games wind spells are very effective against flying units. | |||
Like most wind spells, Elwind has always been depicted as a blade of wind which blasts the enemy. In all games since ''{{s|fireemblemwiki|Fire Emblem: Path of Radiance}}'', Elwind does in fact summong two or more blades of wind, although they are always shot around the same time, rather than one after the other like in ''Smash''. Additionally, the use of Elwind as a recovery tool is original to ''Smash'' since it is always shot in front of the caster, not beneath them to send them upward. | |||
==Gallery== | ==Gallery== |
Revision as of 00:04, November 11, 2016
Elwind | |
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Robin using Elwind on Fox. | |
User | Robin |
Universe | Fire Emblem |
Article on Fire Emblem Wiki | Elwind |
“ | Fire wind magic downward to jump. | ” |
—Smash for 3DS's foldout |
Elwind (エルウインド, Elwind) is Robin's up special move in Super Smash Bros. 4.
Overview
Robin casts two gusts of Wind magic in the form of green-wind cutting waves to attack any opponents below him while propelling himself upward, serving as a recovery move. Each gust of wind inflicts 5% damage; the first shot gives a small vertical boost and is capable of meteor smashing in the air at point blank range, while the second shot sends Robin rocketing up with great vertical distance. The wind blades can be reflected, which can cause Robin to meteor smash himself if the first hit is reflected at point blank (even though the wind will travel upwards). It also changes Robin's active Tome to Elwind if not already in use.
As a recovery, Elwind gives Robin a massive amount of height and grants him great control of his movement at the end of the move as well, making it a surprisingly reliable recovery move. However, it leaves him vulnerable to attack from above, and like with all of Robin's tome moves, Elwind has limited durability. A fresh Elwind tome has 18 durability, but each wind blade uses one point, giving the move 9 uses total. If the wind tome's durability is used up, Robin will toss the tome away, unable to cast the spell with any real effect other than the animation - this disables Robin's only recovery move until the tome is replaced. Because of this, the player has to keep track of the amount of times he has cast Elwind, for Robin risks exhausting it if he gets sent off the stage too frequently. After a cooldown period of 6 seconds (the same length as that of the Levin Sword), Robin will replace the tome and be able to cast Elwind again. If Robin uses Elwind with only its final durability point left (typically from spamming his jab infinite), he will produce the first wind blade and be unable to produce the second wind blade, gaining almost no height.
Robin's jab infinite also draws from the same durability of Elwind, every 2 seconds expending one durability for a maximum of 18 seconds if fresh. If Elwind's uses run out, Robin will be unable to use his jab infinite and can only use his Arcfire jab finisher; if Arcfire runs out as well, Robin will only be able to use his first two hits of his jab.
Customization
Special Move customization was added in Super Smash Bros. 4. These are the variations:
1. Elwind | 2. Soaring Elwind | 3. Gliding Elwind |
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"Cast wind magic downward, dealing damage and boosting you into the air twice." | "The second Elwind will send you higher than the first." | "The first shot sends you up at a forward angle, and then the second fires straight down." |
- Elwind: Default.
- Soaring Elwind: The first gust of wind doesn't propel Robin very far, but the second gust pushes Robin a great distance upward, greatly increasing Robin's vertical recovery but also lowering his horizontal recovery. Does not meteor smash and does less damage.
- Gliding Elwind: Shoots out the first gust of Wind magic at an angle, and the second straight up. Gives Robin an increased horizontal recovery. Both gusts of wind inflict less damage, with 3% damage each. Both gusts Meteor Smash in this variation.
Origin
Elwind was introduced in Fire Emblem: Genealogy of the Holy War, the fourth game in the Fire Emblem series. It is one of the four "El-" tomes which constitute the second stage of anima magic, along with Elthunder, Elfire (which existed by itself in games before Genealogy), and the light spell Ellight. As its name suggests, Elwind is the wind variant and is superior to the basic Wind tome. The category of wind magic consists of tomes which are weak and have relatively low damage output compared to other tomes, but are lightweight and very accurate. Additionally, in most games wind spells are very effective against flying units.
Like most wind spells, Elwind has always been depicted as a blade of wind which blasts the enemy. In all games since Fire Emblem: Path of Radiance, Elwind does in fact summong two or more blades of wind, although they are always shot around the same time, rather than one after the other like in Smash. Additionally, the use of Elwind as a recovery tool is original to Smash since it is always shot in front of the caster, not beneath them to send them upward.
Gallery
Elwind being used in Super Smash Bros. for Nintendo 3DS.