Editing Shot Put
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==Overview== | ==Overview== | ||
The Mii tosses a [[Wikipedia:Shot put|shot]], a black iron ball resembling a cannonball, | The Mii tosses a [[Wikipedia:Shot put|shot]], a black iron ball resembling a cannonball, in a bow trajectory. It is the only [[projectile]] move available to Mii Brawler, though this is made up for by the move's considerable utility. The iron ball deals 15% damage to anyone it touches before hitting the ground, 11% after the first bounce, and 8% after the second, after which the shot loses momentum and quickly disappears; the shot itself cannot be destroyed or negated while active. Its bow trajectory and quick falling speed allow the user to [[edgeguard]] while staying on the stage, though this is somewhat countered by the shot's high, mostly vertical [[knockback]]. | ||
In ''Ultimate'', the move boasts less endlag, and the projectile now deals more damage while bouncing, though it is smaller. The knockback of the strong hit is much more horizontal than in ''Smash 4'', making it more useful for edgeguarding, and the sizable hitstun it deals, even with its late hits, allow the Brawler to combo out of a landing Shot Put. However, its awkward arc and high lag when thrown make it difficult to use as a standard projectile, with only the ability to drift while throwing one in the air allowing for defensive or offensive use. Also, the later bouncing hits deal little to no knockback despite their hitstun, meaning only the first hit can KO at realistic percentages. | In ''Ultimate'', the move boasts less endlag, and the projectile now deals more damage while bouncing, though it is smaller. The knockback of the strong hit is much more horizontal than in ''Smash 4'', making it more useful for edgeguarding, and the sizable hitstun it deals, even with its late hits, allow the Brawler to combo out of a landing Shot Put. However, its awkward arc and high lag when thrown make it difficult to use as a standard projectile, with only the ability to drift while throwing one in the air allowing for defensive or offensive use. Also, the later bouncing hits deal little to no knockback despite their hitstun, meaning only the first hit can KO at realistic percentages. | ||