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{{Infobox Special Move
{{Infobox Special Move
|name=Dragon Fang Shot
|name=Dragon Fang Shot
|image=[[File:Corrin Neutral B SSBU.gif|300px]]
|image=[[File:Corrin Dragon Fang Shot.jpg|250px]]
|caption=Dragon Fang Shot in ''Ultimate''.
|caption=Dragon Fang Shot in {{forwiiu}}.
|universe={{uv|Fire Emblem}}
|universe={{uv|Fire Emblem}}
|user=[[Corrin]]
|user=[[Corrin]]
|interwiki=fireemblemwiki
|interwikiname=Fire Emblem Wiki
|interwikipage=Dragon Fang
}}
}}
 
'''Dragon Fang Shot''' ({{ja|竜穿射|Ryūsensha}}, ''Dragon Fang Shot'') is {{SSB4|Corrin}}'s [[neutral special move]].
'''Dragon Fang Shot''' ({{ja|竜穿射|Ryūsensha}}, ''Dragon Fang Shot'') is [[Corrin]]'s [[neutral special move]].


==Overview==
==Overview==
Dragon Fang Shot involves Corrin transforming one hand into a draconic mouth that fires a [[paralyze|paralyzing]] blast of water and bites right afterwards. Both parts of the move can be individually [[charge]]d on the spot prior to their execution.
Corrin transforms his free hand into a draconic mouth that fires a [[paralyze|paralyzing]] blast of water and bites right afterwards. Both parts of the move can be individually [[charge]]d on the spot prior to their execution.


The water projectile's damage, knockback, paralyzing power, and range increases with its charge, ranging from 4%-11% damage. Corrin follows up the shot with a bite from the same draconic mouth created from Dragon Fang. The bite's damage, knockback, and range can be increased by continuing to hold the button after shooting a fully charged shot, or by quickly pressing and holding the button again after firing a partially charged shot. This bite is an easy and powerful followup for nearby opponents, with its damage output ranging from 10%-17.7% before the full charge, and 20% at full charge. However, the bite deals more knockback when released a few frames before the full charge, similar to [[Roy]]'s [[Flare Blade]] or [[Ike]]'s [[Eruption]]. In ''Ultimate'', this phenomenon is less noticeable, since the full charge bite's knockback was increased from the previous game, making the near full charge and full charge bite closer in launching power.
The water projectile's damage, knockback, paralyzing power, and range increases with its charge, ranging from 4%-11% damage. Corrin follows up the shot with a bite from the same draconic mouth at the end of his arm. The bite's damage, knockback, and range can be increased by continuing to hold the button after shooting a fully charged shot, or by quickly pressing and holding the button again after firing a partially charged shot. This bite is an easy and powerful followup for nearby opponents, with its damage output ranging from 10%-17.7% before the full charge, and 20% at full charge. However, the bite deals more knockback when released a few frames before the full charge, similar to [[Roy]]'s [[Flare Blade]] or [[Ike]]'s [[Eruption]].


This move can be used to bait approaches and punish over commitments with solid launch power and damage, and provides Corrin with several different timing mixups, through varying the charge times. This can make the opponent fall out of the move, if Corrin's charges aren't timed to have the hits connect. Due to the shot's speed and size, it can be difficult to utilise as a traditional zoning projectile, or as a projectile you can run behind to approach. In the circumstance the shot does connect from afar, you can cancel the bite by releasing the special button, which can potentially give Corrin enough time to combo into another one of their moves, like Dragon Lunge or forward smash. Using this move with creative timings and aerial momentum, combined with momentum shifts like wavebounces, makes this a very versatile and freeform special, and is effective as a combo finisher, niche combo starter, hard punish move, and sometimes more.  
This move can easily be used to bait approaches and punish with an incoming attack with solid launch power. However, the choice of charging and/or dropping the charge of either attack could lead to Corrin getting easily punished if done so incorrectly. This move is difficult to approach with because of its smaller size when not fully charged, the time it takes to charge and fire a larger shot, the slowness of the projectile itself, and the shot traveling in a straight line. Also, charging up the bite at the wrong time needlessly prolongs the move, making it a risky-yet-rewarding zoning tool that balances out the heavy stun caused by the shot. The bite's charge must be dropped properly in order for Corrin to act promptly after the shot to capitalize on a successful paralyzing hit from a distance if the opponent is out of the bite's range. However, both portions of the move can easily allow Corrin to cover any of his opponent's options with frame-trapping reads; proper timing is required to connect with either the projectile or bite.


Both portions of the move have low [[priority]]. Therefore, they cannot nullify non-projectile hitboxes, and any such attack will always hit Corrin without trading blows while the hitboxes of this move are active.
Both portions of the move have low [[priority]]. Therefore, they cannot nullify non-projectile hitboxes, and any such attack will always hit Corrin without trading blows while the hitboxes of this move are active.
In the Japanese language, male and female Corrin occasionally shout "{{ja|くらえ!|Kurae!}}" (''Take this!'') or "{{ja|行きます!|Ikimasu!}}" (''Here we go!'') respectively while using the move. Both genders of Corrin may also say {{ja|行け!|Ike!}}" (''Go!'')
==Instructional quote==
{{InstructionalQuotes
|ssbuchar=Corrin
|ssbudesc=Shoots a paralyzing projectile from Corrin's dragon arm, which bites any close enemies. Can be charged up.
}}


==Customization==
==Customization==
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
{{CustomSet/Single|Corrin|Neutral|name=Dragon Fang Shot|desc={{Flag|North America}} Corrin's dragon arm shoots a paralyzing projectile and then bites the enemy. Can be charged up.<br>{{Flag|Europe}} Corrin's dragon arm shoots a paralysing projectile and then bites the enemy. Can be charged up.}}
{{CustomSet/Single|Corrin|Neutral|name=Dragon Fang Shot|desc=Corrin's dragon arm shoots a paralyzing projectile and then bites the enemy. Can be charged up.}}
# '''Dragon Fang Shot''': Default.
# '''Dragon Fang Shot''': Default.
Like the other DLC characters, Corrin lacks custom move variations.
Like the other DLC characters, Corrin lacks custom move variations.


==Origin==
==Origin==
[[File:Dragon Fang Shot Fates.gif|thumb|Dragon Fang Shot as seen in ''Fire Emblem Fates''.]]
In ''{{iw|fireemblemwiki|Fire Emblem Fates}}'', the {{s|fireemblemwiki|Nohr Prince}} and {{s|fireemblemwiki|Nohr Princess}} classes possess the {{s|fireemblemwiki|Dragon Fang}} skill, which adds 50% of their attack value to their damage output when activated. If wielding a sword or tome, the character transforms parts of his or her body into that of a dragon's to attack. This move comes from the final part of the Dragon Fang attack, in which the character transforms his or her free hand into a draconic mouth and fires either a shot of water when wielding a sword or a shot of magic when wielding a tome. After firing, the draconic mouth clamps down its jaws and retracts. The ability to attack with the draconic mouth after firing the shot is unique to the ''[[Super Smash Bros. (series)|Super Smash Bros.]]'' series.
In ''{{iw|fireemblemwiki|Fire Emblem Fates}}'', the {{s|fireemblemwiki|Nohr Prince}} and {{s|fireemblemwiki|Nohr Princess}} classes possess the {{s|fireemblemwiki|Dragon Fang}} skill, which adds 50% of their attack value to their damage output when activated. This same skill is also present in ''{{iw|fireemblemwiki|Fire Emblem Heroes}}'' and often featured on Corrin's many variations in the title, though it is not exclusive and can be inherited to other units.  


If wielding a sword or tome, the character transforms parts of their own body into that of a dragon's to attack. This move comes from the final part of the Dragon Fang attack, in which the character transforms their free hand into a draconic mouth and fires either a shot of water when wielding a sword or a shot of magic when wielding a tome. After firing, the draconic mouth clamps down its jaws and retracts. The ability to attack with the draconic mouth after firing the shot is unique to the ''{{b|Super Smash Bros.|series}}'' series. While the term 竜穿 translates more literally to "dragon drill", the games even in the Japanese versions dub it contextually as "Dragon Fang".
While the term 竜穿 translates more literally to "dragon drill", the games even in the Japanese versions dub it contextually as "Dragon Fang".
 
In ''{{s|fireemblemwiki|Fire Emblem Engage}}'', one of Female Corrin's skills which is called 竜穿砲 (Dragon Fang Cannon) is visually similar to Dragon Fang Shot, however in the English version, it is named after [[Torrential Roar]].
{{clr}}


==Gallery==
==Gallery==
<gallery>
<gallery>
Corrin Dragon Fang Shot.jpg|Corrin using Dragon Fang Shot in Smash 4
File:Dragon Fang Shot Origin.jpg|Dragon Fang Shot as seen in ''Fire Emblem Fates''.
File:DragonFangShotWiiU.jpg|{{forwiiu}}
File:DragonFangShotWiiU.jpg|{{forwiiu}}
File:Corrin Screen 9.jpg|{{for3ds}}
File:Corrin Screen 9.jpg|{{for3ds}}
Corrin SSBU Skill Preview Neutral Special.png|Dragon Fang Shot as shown by the [[Move List]] in ''Ultimate''.
</gallery>
</gallery>
==Names in other languages==
{{langtable
|ja={{ja|竜穿射|Ryūsensha}}
|en=Dragon Fang Shot
|fr=Tir Crocs de dragon
|es=Tiro Colmillo dragón
|de=Drachenarmschuss
|it=Colpo della zanna di drago
|nl=Drakenklauw
|ru={{rollover|Клык дракона|Klyk drakona|?}}
|ko={{rollover|용천사|Yongcheonsa|?}}
|zh_cn={{rollover|龙穿射|Lóng Chuān Shè|?}}
|zh_tw={{rollover|龍穿射|Lóng Chuān Shè|?}}
}}


==Trivia==
==Trivia==
*This is the only chargeable special move in the series comprised of two successive attacks that can be individually and successively charged.
*This is the only chargeable special move in the series comprised of two successive attacks that can be individually and successively charged.
*Despite being a ball of water, the projectile of this move does '''not''' receive a boost from spirits that increase water damage.


{{Special Moves|char=Corrin}}
{{Special Moves|char=Corrin}}
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[[Category:Corrin (SSBU)]]
[[Category:Corrin (SSBU)]]
[[Category:Neutral special moves]]
[[Category:Neutral special moves]]
[[Category:Projectiles]]

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