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(→Overview: In Tremendo Dude's words, SNAP THE DAMN LEDGE) |
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==Overview== | ==Overview== | ||
[[File:Air_Slash_SSB4.jpeg|thumb|200px|The second slash.]] | [[File:Air_Slash_SSB4.jpeg|thumb|200px|The second slash.]] | ||
Shulk announces "Air Slash!" and propels himself into the air with a quick vertical slash in a spiraling motion. This first hit deals [[set knockback]]. By pressing the special attack button again at the end of the move, he can follow up with a second slash (an outward right-handed clearing slash) which knocks opponents away and gives Shulk a small additional amount of height. The move works similarly to [[Marth]] and [[Lucina]]'s [[Dolphin Slash]], except that it carries all the knockback on the final hit instead of at the beginning, and with the ability to hit twice. It is also slower and possesses a wider range along with variable damage and KO potential depending on Shulk's currently active [[Monado Art]] | Shulk announces "Air Slash!" and propels himself into the air with a quick vertical slash in a spiraling motion. This first hit deals [[set knockback]]. By pressing the special attack button again at the end of the move, he can follow up with a second slash (an outward right-handed clearing slash) which knocks opponents away and gives Shulk a small additional amount of height. The move works similarly to [[Marth]] and [[Lucina]]'s [[Dolphin Slash]], except that it carries all the knockback on the final hit instead of at the beginning, and with the ability to hit twice. It is also slower and possesses a wider range along with variable damage and KO potential depending on Shulk's currently active [[Monado Art]]. The attack does 11-12% damage with mediocre knockback without any arts, while doing 16% in Buster and having good KO potential in Smash mode. | ||
Like most special attacks, the move can be reversed for a '''Reverse Air Slash'''. While this does not affect the move's knockback or damage, it can be used as a reliable KO option after a [[edge|ledge trump]] due to the move's wide hitbox and quick startup compared to Shulk's other attacks. | |||
As a [[recovery]], Air Slash has the same perks and flaws as Dolphin Slash, giving good vertical height in exchange for negligible horizontal distance. While a decent recovery, it is also one of Shulk's optimal finishers for combo strings, as several repeated forward aerials while in the Jump Art allows him to drag opponents to the side blast line. This leaves him vulnerable, however, and is essentially a [[sacrificial KO]] if there are no platforms below him. | As a [[recovery]], Air Slash has the same perks and flaws as Dolphin Slash, giving good vertical height in exchange for negligible horizontal distance. While a decent recovery, it is also one of Shulk's optimal finishers for combo strings, as several repeated forward aerials while in the Jump Art allows him to drag opponents to the side blast line. This leaves him vulnerable, however, and is essentially a [[sacrificial KO]] if there are no platforms below him. |
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