Editing Spin Attack
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The Spin Attack returns as Link and newcomer {{SSBM|Young Link}}'s up special moves. While fundamentally the same as in ''Smash 64'', the grounded version no longer produces a wide ring on use, and the user spins much more rapidly before coming to a braking stop. | The Spin Attack returns as Link and newcomer {{SSBM|Young Link}}'s up special moves. While fundamentally the same as in ''Smash 64'', the grounded version no longer produces a wide ring on use, and the user spins much more rapidly before coming to a braking stop. | ||
If used on the ground, {{SSBM|Link}} will have a bit more range and opponents will be hit away quite a distance. If hit by the attack near the end of its animation, the hit acts as a [[semi-spike]], making it a useful edgeguard technique. Young Link's version has less range, but will suck in opponents for several hits of damage, similar to the [[Mario Tornado]]. If used in midair, the move is the same for both Link and Young Link: they will spin while moving upward, dealing up to five hits, with the last hit having considerable [[knockback]] to it, with Young Link's version being considerably weaker. The move is greatly improved from the previous game, having larger recovery distance and covering Link from above if used in midair. Both Link and Young Link can grab an [[edge]] backward with their Spin Attacks, but only during the move, similar to the [[Falcon Dive]] and the [[Dark Dive]]. | If used on the ground, {{SSBM|Link}} will have a bit more range and opponents will be hit away quite a distance. If hit by the attack near the end of its animation, the hit acts as a [[semi-spike]], making it a useful edgeguard technique. Young Link's version has less range, but will suck in opponents for several hits of damage, similar to the [[Mario Tornado]]. If used in midair, the move is the same for both Link and Young Link: they will spin while moving upward, dealing up to five hits, with the last hit having considerable [[knockback]] to it, with Young Link's version being considerably weaker. The move is greatly improved from the previous game, having larger recovery distance and covering Link from above if used in midair. Both Link and Young Link can grab an [[edge]] backward with their Spin Attacks, but only during the move, similar to the [[Falcon Dive]] and the [[Dark Dive]]. Link can also descend down an edge with the Spin Attack by running and performing it before the edge. The edge of Link's Spin Attack allows players to give their opponents a very effective [[gimp]]; but with Young Link, players would require perfect timing to get the same effect. | ||
The [[PAL]] version of the game removes the semi-spike properties of Link's Spin Attack, making it a less dangerous edgeguarding technique. Animation wise as of ''Melee'', both Links spin outward to the left for the grounded version, while the airborne version has them spin to the right inward while angling themselves into an upward motion (leaning downward to their left). | The [[PAL]] version of the game removes the semi-spike properties of Link's Spin Attack, making it a less dangerous edgeguarding technique. Animation wise as of ''Melee'', both Links spin outward to the left for the grounded version, while the airborne version has them spin to the right inward while angling themselves into an upward motion (leaning downward to their left). | ||