Editing Electroshock Arm
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{{CustomSet|DarkPit|Side|name1=Electroshock Arm|desc1-ntsc=A steadfast forward charge with a weapon that launches foes diagonally upward.|desc1-pal=A steadfast forward charge with a weapon that launches foes diagonally upwards.|name2=Electrocut Arm|desc2-ntsc=Ready your weapon, and then strike if an enemy comes in range. You won't flinch while readied.|desc2-pal=Readies your weapon, then strikes if an enemy comes in range. You won't flinch while readied.|name3=Quickshock Arm|desc3-ntsc=Charge forward with such speed, you won't stop even after delivering an uppercut.|desc3-pal=Charges forwards with such speed that you won't stop even after delivering an uppercut.}} | {{CustomSet|DarkPit|Side|name1=Electroshock Arm|desc1-ntsc=A steadfast forward charge with a weapon that launches foes diagonally upward.|desc1-pal=A steadfast forward charge with a weapon that launches foes diagonally upwards.|name2=Electrocut Arm|desc2-ntsc=Ready your weapon, and then strike if an enemy comes in range. You won't flinch while readied.|desc2-pal=Readies your weapon, then strikes if an enemy comes in range. You won't flinch while readied.|name3=Quickshock Arm|desc3-ntsc=Charge forward with such speed, you won't stop even after delivering an uppercut.|desc3-pal=Charges forwards with such speed that you won't stop even after delivering an uppercut.}} | ||
#'''Electroshock Arm''': Default. | #'''Electroshock Arm''': Default. | ||
#'''Electrocut Arm''': Has [[super armor]] on frames 7-40 and allows Dark Pit to uppercut enemies if they get near him. It will not let him dash and will cause him to step back slightly, making the move more difficult to land. This move can be canceled when used on the very [[edge]] of the stage. Has slightly less range to activate the move than Pit's Interception Arm. Like Interception Arm, the attack has super armor on frames 1-8. | #'''Electrocut Arm''': Has [[super armor]] on frames 7-40 and allows Dark Pit to uppercut enemies if they get near him. It will not let him dash and will cause him to step back slightly, making the move more difficult to land. This move can be canceled when used on the very [[edge]] of the stage. Has slightly less range to activate the move than Pit's Interception Arm. Like Interception Arm, the attack has super armor on frames 1-8. | ||
#'''Quickshock Arm''': A faster, longer dash that continues after the uppercut, making it hard to control, but in some cases useful for chasing enemies after landing the hit, to possibly avoid punishes when hitting a [[shield]]ing opponent, or to slide across the stage if aimed properly near and towards a [[ledge]]. | #'''Quickshock Arm''': A faster, longer dash that continues after the uppercut, making it hard to control, but in some cases useful for chasing enemies after landing the hit, to possibly avoid punishes when hitting a [[shield]]ing opponent, or to slide across the stage if aimed properly near and towards a [[ledge]]. | ||
<gallery> | <gallery> | ||
SSB4 Electroshock Uppercut 1.jpg|Electrocut Arm in {{for3ds}}. | SSB4 Electroshock Uppercut 1.jpg|Electrocut Arm in {{for3ds}}. | ||