Super Special Move: Difference between revisions

m
→‎Overview: revised a few sentences and added clarity
(→‎Overview: reworded a few areas and made use of the new redirect to save bytes)
m (→‎Overview: revised a few sentences and added clarity)
Line 12: Line 12:
==Overview==
==Overview==
[[File:Go SSM icon.png|thumb|150px|right|The "Go" icon from ''Ultimate''.]]
[[File:Go SSM icon.png|thumb|150px|right|The "Go" icon from ''Ultimate''.]]
Super Special Moves are extremely powerful with no limit on how they can be used once made available. Additionally, they both have frame 1 damage-based [[armor]] upon use, adding a degree of safety against weak attacks that can even make Buster Wolf a somewhat viable option for getting out of ledgetrap situations. They also deal high [[shield damage]], with a [[Terry (SSBU)/Forward tilt|forward tilt]] → [[Power Geyser]] outright [[shield break|breaking shields]] should a player hold it. While very powerful, though, they are very punishable on whiff, having enormous endlag, and the damage-based armor values aren't too high either. If a shield break doesn't occur, they're also very unsafe on [[shield]], further adding to their punishable nature. Thus, a player can't simply throw them out and win consistently, instead having to confirm them through [[combo]]s and hard punishes. Since they're only accessible to a player that does the proper inputs, there is a learning curve to using them successfully, and misinputs are very possible. However, there are techniques available to make them more accessible, such as [[COIL]] and the exclusive [[Renda cancel]]ling.
Super Special Moves are extremely powerful with no limit on how they can be used once made available. Additionally, they both have frame 1 damage-based [[armor]] upon use, adding a degree of safety against weak attacks that can even make Buster Wolf a somewhat viable option for getting out of ledgetrap situations. They also deal high [[shield damage]], with a [[Terry (SSBU)/Forward tilt|forward tilt]] → [[Power Geyser]] outright [[shield break|breaking shields]] and covering most [[out of shield]] options. However, while very powerful, they are very punishable on whiff, having enormous endlag; the damage-based armor values aren't too high either, so out-framing them with strong attacks is viable. If a shield break doesn't occur, they're also very unsafe on [[shield]], further adding to their punishable nature. Thus, a player can't simply throw them out and win consistently, instead having to hitconfirm them through [[combo]]s and hard punishes. Since they're only accessible to a player that does the proper inputs, there is a learning curve to using them successfully, and misinputs are very possible. For instance, it's not uncommon for players to misinput [[Power Dunk]] when trying to use [[Buster Wolf]] out of a dash. However, there are techniques available to make them more accessible, such as [[COIL]] and the exclusive [[Renda cancel]]ling.
{{clr}}
{{clr}}