Airborne Assault: Difference between revisions

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(→‎Overview: Forgot that it has this jank too.)
 
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When charged to max, Airborne Assault has incredible horizontal distance, able to cover all of [[Final Destination]], and making it great for horizontal recovery. On the other hand, careless use could easily cause self-destructs, since the move leaves the Swordfighter [[helpless]] regardless of a successful hit. In fact, fully charging the move on one edge of Final Destination will make the Swordfighter land right on the other edge (assuming no one was hit), slide off before the landing animation finishes, and fall to their doom. However, using only this easily lets the Swordfighter perform the [[Hyrule Jump]].
When charged to max, Airborne Assault has incredible horizontal distance, able to cover all of [[Final Destination]], and making it great for horizontal recovery. On the other hand, careless use could easily cause self-destructs, since the move leaves the Swordfighter [[helpless]] regardless of a successful hit. In fact, fully charging the move on one edge of Final Destination will make the Swordfighter land right on the other edge (assuming no one was hit), slide off before the landing animation finishes, and fall to their doom. However, using only this easily lets the Swordfighter perform the [[Hyrule Jump]].


In ''Super Smash Bros. Ultimate'', the Airborne Assault move returns with many changes. It is no longer a chargeable move and travels less distance (3/4 of Final Destination instead of the full length), but this is compensated by its abundance of buffs. It deals more damage and knockback and travels further than the previous uncharged Airborne Assault, and only causes helplessness if the Swordfighter does not act within a half-second window near the end of the move. The move also stops at ledges so long as the Swordfighter is on the ground. As it can be now used in tandem with other recovery options so long as the Swordfighter acts out of the move, this makes it a significantly better for recovery. Other changes include how it interacts on hit: against shielding opponents, the Swordfighter will bounce back, giving it some shield safety, although this can be punished if the opponent knows how it interacts. Against non-shielding opponents, the Swordfighter will perform an upward bounce.  
In ''Super Smash Bros. Ultimate'', Airborne Assault returns with many changes. It is no longer a chargeable move and travels less distance (3/4 of Final Destination instead of the full length), but this is compensated by its abundance of buffs. It deals more damage and knockback and travels further than the previous uncharged Airborne Assault, and only causes helplessness if the Swordfighter does not act within a half-second window near the end of a missed attack. The move also stops at ledges so long as the Swordfighter is on the ground. As it can be now used in tandem with other recovery options so long as the Swordfighter acts out of the move, this makes it a significantly better for recovery. Other changes include how it interacts on hit: against shielding opponents, the Swordfighter will bounce back, giving it some shield safety, although this can be punished if the opponent knows how it interacts. Against non-shielding opponents, the Swordfighter will perform an upward bounce.  


Of note is that Airborne Assault has some inconsistencies: the move's hitbox sometimes interacts strangely due to it using a harmless hit-detection hitbox to detect when to generate its damaging hitbox, which can cause the attack to "hit" but whiff, much like [[Raptor Boost]]. In addition, the move's startup animation causes the Swordfighter to rear their arm behind them, which can cause unintentional [[self-destruct]]s if the player attempts to recover while directly next to a blast zone, as their arm hurtbox will be shifted backwards.
Of note is that Airborne Assault has some inconsistencies: the move's hitbox sometimes interacts strangely due to it using a harmless hit-detection hitbox to detect when to generate its damaging hitbox, which can cause the attack to "hit" but whiff, much like [[Raptor Boost]]. In addition, the move's startup animation causes the Swordfighter to rear their arm behind them, which can cause unintentional [[self-destruct]]s if the player attempts to recover while directly next to a blast zone, as their arm hurtbox will be shifted backwards.
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