Super Smash Bros. 4

Rush Coil

From SmashWiki, the Super Smash Bros. wiki
Revision as of 11:43, December 8, 2014 by Miles of SmashWiki (talk | contribs)
Jump to navigationJump to search
Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
Rush Coil
Sonic and Mega Man Spring Jump and Rush.jpg
Sonic and Mega Man jumping on Spring Pad and Rush, respectively.
User Mega Man
Universe Mega Man

The Rush Coil (ラッシュコイル, Rush Coil) is Mega Man's up special move in Super Smash Bros. 4.

Overview

When the move is activated, Mega Man calls his robot dog, Rush, to battle. Rush activates a coil that any character can jump on to reach higher areas. After about three seconds, Rush will warp out of the battlefield. Similar to Sonic's Spring Jump, characters can hop on Rush also while it's on the ground, but will launch the character higher than when it is in the air (or when initially used by Mega Man). Also like Spring Jump, the move allows Mega Man to attack in the air after using it.

Customization

Rush Coil can be customized into two variations: Beat and Tornado Hold. When used, Beat will appear instead of Rush and carry Mega Man upward, giving him more horizontal distance, but is slower. Tornado Hold allows Mega Man to place a fan beneath him, which then creates a cyclone that has vertical reach.

Origin

The Rush Coil, and Rush himself, first appeared in Mega Man 3. In this game, Rush could appear at any time, and give Mega Man a boost to reach a high platform. This would cost Mega Man 3 energy units. However in later games, this move would only cost 2 energy units. Rush could also transform into a jet or a submarine.

Beat first appeared in Mega Man 5, designed by Dr. Cossack, the unwilling enemy of the previous game, to help Mega Man. In his original appearance, he acts as a weapon, automatically targeting enemies that get close to Mega Man, but this was changed in later games, as it was too powerful. His usual function thereafter was to act as a safety net, saving Mega Man if he fell down a pit. He could only be used a set number of times before having to be re-bought and could not save Mega Man from other instant death traps like spikes and crushers.

The other variation of the move, Tornado Hold, was introduced in Mega Man 8 as the weapon of Tengu Man. Using this weapon, a fan is placed on the ground to create a tornado to trap and possibly damage enemies. Alternatively, the power could be used as a barrier against projectiles or as a boost to access certain areas. Tornado Hold also functioned as Clown Man's weakness, tangling his arms and leaving him vulnerable.

Gallery