Short hop: Difference between revisions

117 bytes added ,  5 years ago
→‎Mechanics: Added info about techniques that require not using the "short-hop-attack" method
(→‎Mechanics: Added info about techniques that require not using the "short-hop-attack" method)
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In ''Brawl's'' [[Subspace Emissary]] mode, the time frame to input a short hop is reduced by 2 frames, increasing the difficulty of performing a short hop.
In ''Brawl's'' [[Subspace Emissary]] mode, the time frame to input a short hop is reduced by 2 frames, increasing the difficulty of performing a short hop.


In ''[[Super Smash Bros. Ultimate]]'', the standardized 3-frame jumpsquat makes it more difficult to perform shorthops with any character. To compensate, players now have the ability to input both a jump and attack at the same time to perform a shorthop aerial (officially known as a "short-hop attack" in English and {{ja|小ジャンプ攻撃|Ko janpu kōgeki}} ''small jump attack'' in Japanese). Shorthop aerials in ''Ultimate'' have a 0.85x damage modifier applied to them.
In ''[[Super Smash Bros. Ultimate]]'', the standardized 3-frame jumpsquat makes it more difficult to perform shorthops with any character. To compensate, players now have the ability to input both a jump and attack at the same time to perform a shorthop aerial (officially known as a "short-hop attack" in English and {{ja|小ジャンプ攻撃|Ko janpu kōgeki}} ''small jump attack'' in Japanese). For techniques like shorthop->[[Fast fall]]->Aerial it is still required to input a shorthop with the normal timing. Shorthop aerials in ''Ultimate'' have a 0.85x damage modifier applied to them.


==In competitive play==
==In competitive play==
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