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==Overview== | ==Overview== | ||
[[File:Go SSM icon.png|thumb|150px | [[File:Go SSM icon.png|thumb|150px|The "Go" icon from ''Ultimate''.]] | ||
Super Special Moves are extremely powerful with no limit on how they can be used once | 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 {{mvsub|Terry|SSBU|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; additionally, the damage-based armor thresholds for both moves aren't too high either (5% for Power Geyser and 8% for Buster Wolf), 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. | ||
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==Origin== | ==Origin== | ||
[[File:PowerGeyserSprite.gif|thumb|200px|Terry using Power Geyser in {{s|wikipedia|Fatal Fury Special}}. Notice the flashing life bar | [[File:PowerGeyserSprite.gif|thumb|200px|Terry using Power Geyser in ''{{s|wikipedia|Fatal Fury Special}}''. Notice the flashing life bar signaling its availability.]] | ||
Super Special Moves are based on Desperation Moves, a mechanic first introduced in {{uvm3|Art of Fighting}} and a mainstay of the ''Fatal Fury'' series beginning with ''{{s|wikipedia|Fatal Fury 2}}''. When active, characters can execute special moves when their life bar is flashing at 20% HP. In Terry's case, this was Power Geyser, executed almost identically to how it is in Super Smash Bros. Ultimate. Buster Wolf was later introduced in ''{{s|wikipedia|Garou: Mark of the Wolves}}'' and again is executed almost identically in Ultimate. The "GO!" symbol originated in ''{{s|wikipedia|Real Bout Fatal Fury}}'', designed to make it easier to tell when Desperation Moves are available. | Super Special Moves are based on Desperation Moves, a mechanic first introduced in {{uvm3|Art of Fighting}} and a mainstay of the ''Fatal Fury'' series beginning with ''{{s|wikipedia|Fatal Fury 2}}''. When active, characters can execute special moves when their life bar is flashing at 20% HP. In Terry's case, this was Power Geyser, executed almost identically to how it is in ''Super Smash Bros. Ultimate''. Buster Wolf was later introduced in ''{{s|wikipedia|Garou: Mark of the Wolves}}'' and again is executed almost identically in ''Ultimate''. The "GO!" symbol originated in ''{{s|wikipedia|Real Bout Fatal Fury}}'', designed to make it easier to tell when Desperation Moves are available. | ||
[[Category:Command input special moves]] | [[Category:Command input special moves]] |