Editing Double-Edge Dance

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The third hit of the combination inputted upward has a [[meteor smash]] hitbox, producing a slightly diagonal trajectory if the sourspot does not hit. On grounded opponents, it will knock them into the air and set up for the fourth hit. Inputted forward, the third hit deals excellent knockback and can be used as a [[KO]] move at higher percentages. The third hit inputted downward produces a [[flame]] effect and can knock over opponents trying to [[crouch cancel]]. Unusually, while the third hit forwards has higher base knockback, its growth is actually smaller than Dancing Blade's version, meaning it is overall less powerful at higher percentages, while also being harder to link the fourth hit together with the third hit at lower percentages.
The third hit of the combination inputted upward has a [[meteor smash]] hitbox, producing a slightly diagonal trajectory if the sourspot does not hit. On grounded opponents, it will knock them into the air and set up for the fourth hit. Inputted forward, the third hit deals excellent knockback and can be used as a [[KO]] move at higher percentages. The third hit inputted downward produces a [[flame]] effect and can knock over opponents trying to [[crouch cancel]]. Unusually, while the third hit forwards has higher base knockback, its growth is actually smaller than Dancing Blade's version, meaning it is overall less powerful at higher percentages, while also being harder to link the fourth hit together with the third hit at lower percentages.


With the exception of the downward input, the final hits of DED deal the most knockback compared to the other hits. The upward input has high vertical range and high knockback. The down input deals multiple hits, and while it deals little knockback, its long range and duration make it effective for [[shield stab]]bing and knocking down opponents attempting to crouch cancel. Compared to the other inputs, the forward one is lackluster, and rarely used.
With the exception of the downward input, the final hits of DED deal the most knockback compared to the other hits. The upward input has high vertical range and high knockback. The down input actually deals multiple hits, and while it deals little knockback, its long range and duration make it effective for [[shield stab]]bing and knocking down opponents attempting to crouch cancel. Compared to the other inputs, the forward one is lackluster, and rarely used.
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