Double-Edge Dance: Difference between revisions

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It is a variation of [[Marth]]'s [[Dancing Blade]] (with which it shares its Japanese name), and has the same general behavior. However, the third hit inputted downwards and the last hit inputted in any direction deal a [[flame|fire]] effect. Chrom's Double-Edge Dance doesn't have a fire effect, however.
It is a variation of [[Marth]]'s [[Dancing Blade]] (with which it shares its Japanese name), and has the same general behavior. However, the third hit inputted downwards and the last hit inputted in any direction deal a [[flame|fire]] effect. Chrom's Double-Edge Dance doesn't have a fire effect, however.


==In ''[[Super Smash Bros. Melee]]''==
===In ''[[Super Smash Bros. Melee]]''===
[[File:Roy's Double Edge Dance Move.jpg|thumb|left|Double-Edge Dance's 4th slash inputted forward in ''Melee''.]]
[[File:Roy's Double Edge Dance Move.jpg|thumb|left|Double-Edge Dance's 4th slash inputted forward in ''Melee''.]]
This move is integral to Roy's metagame due to its [[range]], speed, and KO potential. It is particularly effective for [[approach]]ing, as the first hit can lead into a [[down tilt]], [[grab]], or the subsequent hits of the attack.  
This move is integral to Roy's metagame due to its [[range]], speed, and KO potential. It is particularly effective for [[approach]]ing, as the first hit can lead into a [[down tilt]], [[grab]], or the subsequent hits of the attack.  
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With the exception of the downwards input, the final hits of DED deal the most knockback compared to the other hits. The upwards input has high vertical range and high knockback. The down input actually deals multiple hits, and while it deals little knockback, its long range and duration make it effective for [[shield stab]]bing and knocking down opponents attempting to crouch cancel. Compared to the other inputs, the forward one is lackluster, and rarely used.
With the exception of the downwards input, the final hits of DED deal the most knockback compared to the other hits. The upwards input has high vertical range and high knockback. The down input actually deals multiple hits, and while it deals little knockback, its long range and duration make it effective for [[shield stab]]bing and knocking down opponents attempting to crouch cancel. Compared to the other inputs, the forward one is lackluster, and rarely used.


==In ''[[Super Smash Bros. 4]]''==
===In ''[[Super Smash Bros. 4]]''===
Roy again uses the Double Edge Dance in ''SSB4'', where it has been updated to use Marth's Dancing Blade animations from ''Brawl'' and ''SSB4'', making it one of Roy's only attacks that has not gained an animation distinct from Marth. Its many attacks have gained different attributes when compared to ''Melee'', making its first few hits act similar to Dancing Blade, although the third and final hits have been slightly changed.
Double-Edge Dance returns in ''SSB4'', where it has been updated to use Marth's Dancing Blade animations from ''Brawl'' and ''SSB4'', making it one of Roy's only attacks that has not gained an animation distinct from Marth. Its many attacks have gained different attributes when compared to ''Melee'', making its hits act identically to Marth's version.  


As with Dancing Blade in ''Brawl'' and ''Smash 4'', the first hit stalls Roy's movement in the air for a few frames, although this benefits Roy's recovery much less when compared to Marth as he has a higher falling speed. All hits of the attack now require less technical precision to input in a row, making the attack easier to combo, although the general nerf of Marth and his counterpart's Dancing Blade variants chaining together less reliably affects him as well. Despite this, Roy's sweetspot at his sword's hilt allows him to rack up damage much easier than Marth or Lucina by starting the move close to an opponent. However, the first hit has 2 more startup frames, and each hit deals less knockback and damage than in ''Melee'', although each individual hit has less startup.
The unique attributes of Double-Edge Dance have now been removed: the third hit no longer acts as a flame-infused strong hit, and now chains into the fourth hit, which acts as the finisher. Additionally, all angles of the first three swings now connect into the ending hit. As a result, its only functional difference is the placement of the sweetspot. Like Dancing Blade, it is now an integral move for damage-racking, catching landings and shield-pressuring when the opponent is close.  


The third hit of the move no longer deals flame damage or does exceptional knockback; this has been moved to the fourth hit and the third hit makes combos into the fourth hit much easier compared to ''Melee''. Because of the new knockback placements for each attack, Double-Edge Dance is a much more reliable finishing move and combo tool in general compared to ''Melee'' due to the third hit's lower knockback, and its damage-racking and shield-pressuring potential still makes it an integral part of Roy's moveset.
As Roy shares Marth's technical changes from ''Melee'' to ''Smash 4'', Double-Edge Dance now require less technical precision to input in a row and makes the attack easier to combo, but suffers from similar issues with connecting together at higher percentages.
 
As with Dancing Blade in ''Brawl'' and ''Smash 4'', the first hit stalls Roy's movement in the air for a few frames, although Roy's higher falling speed makes this unusable for recovery in comparison to Marth's.
 
===In ''[[Super Smash Bros. Ultimate]]''===
Double-Edge Dance returns as Roy's side special move in ''Ultimate''. Much like in ''Smash 4'', Double-Edge Dance has received identical buffs to match Marth's Dancing Blade: each swing transitions significantly faster and can be [[buffer]]ed, all hits have altered animations, and the final downward hit hits only four times. However, the first swing has higher startup, making it easier to predict.
 
{{SSBU|Chrom}}, Roy's [[Echo Fighter]], shares this special move. As Chrom's [[list of swords#falchion|Falcion]] lacks a sweetspot and sourspot, his version of Double-Edge Dance deals consistent damage and knockback.


==Customization==
==Customization==
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