Editing Electroshock Arm
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==Overview== | ==Overview== | ||
The move is an [[electric]]al variant of Pit's [[Upperdash Arm]]. The move has similar effects and the same frame data as Pit's version, having [[super armor]] on frames | The move is an [[electric]]al variant of Pit's [[Upperdash Arm]]. The move has similar effects and the same frame data as Pit's version, having [[super armor]] on frames 11-26 and being able to deflect projectiles while active. However, unlike the Upperdash Arm, the Electroshock Arm has an electric effect (although this strangely does not apply to the aerial version in ''Ultimate''), and throws its target at a diagonal (''SSB4'')/horizontal (''Ultimate'') angle instead of vertically. The Electroshock Arm also deals 1% more damage. | ||
In ''SSB4'', Dark Pit always grunts when initiating the move, and he either utters "Electroshock!" or merely grunts if he successfully lands the move. In ''Ultimate'', Dark Pit only uses one voice clip at a time for the move; usually, he utters "Electroshock!" while initiating the move, but Dark Pit sometimes is silent while initiating the move, in which case he uses one of two different grunts previously used for [[Power of Flight]] in ''SSB4'' if he successfully lands the attack. | In ''SSB4'', Dark Pit always grunts when initiating the move, and he either utters "Electroshock!" or merely grunts if he successfully lands the move. In ''Ultimate'', Dark Pit only uses one voice clip at a time for the move; usually, he utters "Electroshock!" while initiating the move, but Dark Pit sometimes is silent while initiating the move, in which case he uses one of two different grunts previously used for [[Power of Flight]] in ''SSB4'' if he successfully lands the attack. | ||
The move has a proximity detection hitbox out on | The move has a proximity detection hitbox out on frame 16·35 on the ground, or 19–35 in the air, just like Upperdash Arm. Dark Pit suffers from great ending lag should a player use the move in midair as well (though just like Upperdash Arm, it does not put him into a helpless state like so). | ||
Although generally KOing later than Upperdash Arm from center-stage due to its mainly diagonal/horizontal knockback, the move can KO opponents much earlier near the sides of the stage as it sends opponents towards the side blast lines, starting at 50%. The move is hence best used against opponents who tend to stray near the edge a lot, and it can be worth the risk using the move offstage as an [[edgeguard]] to guarantee an early kill, especially considering the move's super armor. | Although generally KOing later than Upperdash Arm from center-stage due to its mainly diagonal/horizontal knockback, the move can KO opponents much earlier near the sides of the stage as it sends opponents towards the side blast lines, starting at 50%. The move is hence best used against opponents who tend to stray near the edge a lot, and it can be worth the risk using the move offstage as an [[edgeguard]] to guarantee an early kill, especially considering the move's super armor. | ||