Mach Tornado: Difference between revisions

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'''Mach Tornado''' is the name of [[Meta Knight (SSBB)|Meta Knight]]'s [[neutral special move]]. When activated, Meta Knight spins at high speed, causing a slight pull on nearby opponents. He slashes them multiple times and traps them. This makes escape via [[directional influence]] difficult. When the Tornado is finished, the last hit dealt causes slightly more than moderate [[knockback]], but can be very dangerous if used near the top of the screen. Mach Tornado can be controlled by pressing left or right to move in that direction, and going upwards is done by pressing the button for a special move rapidly, which also extends the amount of time Meta Knight spins.  
'''Mach Tornado''' is the name of [[Meta Knight (SSBB)|Meta Knight]]'s [[neutral special move]]. When activated, Meta Knight spins at high speed, causing a slight pull on nearby opponents. He slashes them multiple times and traps them. This makes escape via [[directional influence]] difficult. When the Tornado is finished, the last hit dealt causes slightly more than moderate [[knockback]], but can be very dangerous if used near the top of the screen. Mach Tornado can be controlled by pressing left or right to move in that direction, and going upwards is done by pressing the button for a special move rapidly, which also extends the amount of time Meta Knight spins.  


This is arguably a good [[recovery]] move; it all depends on position. If the player is far under the stage but very near to it, then [[Drill Rush]] (angled upward) or [[Shuttle Loop]] is probably the better choice. However, if the player is far away from the stage and under it (any distance up to almost magnified), then the Mach Tornado is the best choice providing Meta Knight has at least 1 [[jump]] left. If he does, then using a jump before the tornado will allow for more vertical height gain than if the player were to start the move whilst falling. Since it gains such a huge horizontal distance on top of a large vertical distance as well as being very high [[priority]], this may be one of the best recovery options in the game. However, something to note is that Meta Knight will bounce off of [[edge]]s rather than grabbing them if he hits them while he is in the tornado. He also cannot grab edges during the first few frames of his [[helpless]] animation out of the tornado.
This is arguably Meta Knight's best [[recovery]] move; it all depends on position. If the player is far under the stage but very near to it, then [[Drill Rush]] (angled upward) or [[Shuttle Loop]] is probably the better choice. However, if the player is far away from the stage and under it (any distance up to almost magnified), then the Mach Tornado is the best choice providing Meta Knight has at least 1 [[jump]] left. If he does, then using a jump before the tornado will allow for more vertical height gain than if the player were to start the move whilst falling. Since it gains such a huge horizontal distance on top of a large vertical distance as well as being very high [[priority]], this may be one of the best recovery options in the game. However, something to note is that Meta Knight will bounce off of [[edge]]s rather than grabbing them if he hits them while he is in the tornado. He also cannot grab edges during the first few frames of his [[helpless]] animation out of the tornado.


Mach Tornado also has another use, of which is being able to destroy most [[projectile]]s it hits, save for a few of the larger projectiles and the [[Ice Climbers (SSBB)|Ice Climbers']] [[Blizzard]].
Mach Tornado also has another use, of which is being able to destroy most [[projectile]]s it hits, save for a few of the larger projectiles and the [[Ice Climbers (SSBB)|Ice Climbers']] [[Blizzard]].