Editing Cannon Jump Kick
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{{Infobox Special Move | {{Infobox Special Move | ||
|name=Cannon Jump Kick | |name=Cannon Jump Kick | ||
|image=[[File: | |image=[[File:CannonJumpKick.jpg|300px]] | ||
|caption=The Gunner using the Cannon Jump Kick. | |caption=The Gunner using the Cannon Jump Kick. | ||
|user=[[Mii Gunner]] | |user=[[Mii Gunner]] | ||
|universe={{uv|Super Smash Bros.}} | |universe={{uv|Super Smash Bros.}} | ||
}} | }} | ||
{{cquote|''Rises up with a jet boost. Has a meteor effect if airborne opponent is hit.''|cite=Description from ''Ultimate''{{'}}s Move List}} | |||
'''Cannon Jump Kick''' ({{ja|キャノンジャンプキック|Kyanon Janpu Kikku}}, ''Cannon Jump Kick'') is one of three [[up special move]]s usable by {{SSBU|Mii Gunner}}s in ''[[Super Smash Bros. Ultimate]]'', being | '''Cannon Jump Kick''' ({{ja|キャノンジャンプキック|Kyanon Janpu Kikku}}, ''Cannon Jump Kick'') is one of three [[up special move]]s usable by {{SSBU|Mii Gunner}}s in ''[[Super Smash Bros. Ultimate]]'', being a revised version of the previous [[Cannon Uppercut]]. When used, the Gunner fires a concussive blast, propelling themselves with the arm cannon while kicking into the air. The concussive blast can [[meteor smash]] opponents. The move can hit twice (the blast and the Mii's leg) and is fairly strong, but as a [[recovery]], it does not cover much distance. As a result, while its power compliments a more aggressive playstyle, much more care is needed when offstage, as the Gunner's ability to survive is noticeably lessened. | ||
The concussive blast comes out nearly as quickly an the Gunner's [[jab]] (on [[frame]] 6, as compared to the jab on frame 5). If used on the ground, the Gunner will be [[intangible]] during that first active frame, and if the blast connects, it can, as mentioned, combo into the kick. Regardless of whether the blast connects, the kick comes out shortly thereafter (on frame 10). | |||
The attack causes [[helplessness]] and has significant [[landing lag]] (28 frames, as compared to [[Arm Rocket]]'s quick 14 frames and [[Lunar Launch]]'s 18 frames), so care must be used when utilizing it offensively so as not to leave oneself open to attack. | |||
Overall, while the move is arguably worse than the Gunner's other options when viewed strictly from a recovery standpoint, this is balanced out in part by the move's attacks making the Gunner more dangerous offstage ( | Overall, while the move ''is'' arguably worse than the Gunner's other options when viewed strictly from a recovery standpoint, this is balanced out in part by the move's attacks making the Gunner more dangerous offstage (a careless foe may find themself getting meteor smashed, for example), and more importantly by the sheer power of the move, which offers the Gunner a quick, close-ranged KO option they otherwise lack (though at higher percentages, the Gunner's [[tilts]] can be used to similar effect and with less chance of being punished). | ||
In short, a player looking for a reliable recovery should probably consider one of the Gunner's other custom moves. However, a player looking for a powerful addition to the Gunner's arsenal of attacks may consider using this move, so long as they have confidence not only in their ability to [[read]] a foe, but especially in their offstage game. | |||
{{clr}} | {{clr}} | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Mii Gunner SSBU Skill Preview Up Special 2.png|Cannon Jump Kick as shown by | Mii Gunner SSBU Skill Preview Up Special 2.png|Cannon Jump Kick as shown by a Skill Preview in ''Ultimate''. | ||
</gallery> | </gallery> | ||
{{Special Moves/Mii Gunner (SSBU)}} | {{Special Moves/Mii Gunner (SSBU)}} | ||