Double-Edge Dance: Difference between revisions

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The first two hits of the four hit combo are relatively weak and easily [[crouch cancel]]ed by opponents, but they will come out no matter how quickly they are inputted. For the third and fourth hits, the player must wait a few frames between inputs or else the attacks will not come out. The tradeoff for the difficulty in inputting the later hits is significantly higher knockback, which can knock over opponents trying to crouch cancel.
The first two hits of the four hit combo are relatively weak and easily [[crouch cancel]]ed by opponents, but they will come out no matter how quickly they are inputted. For the third and fourth hits, the player must wait a few frames between inputs or else the attacks will not come out. The tradeoff for the difficulty in inputting the later hits is significantly higher knockback, which can knock over opponents trying to crouch cancel.


The third hit of Double-Edge-Dance inputted upwards is a [[meteor smash]], producing a slightly diagonal trajectory if the sourspot doesn't hit. On grounded opponents, it will knock them into the air and set up for the fourth hit. Inputted forwards, the third hit deals excellent knockback and can be used as a [[KO]] move at higher percentages. The third hit inputted downwards produces a [[flame]] effect and can knock over opponents trying to [[crouch cancel]]. Unusually, while the third hit forwards has higher base knockback, its knockback scaling is actually smaller than the Dancing Blade's version, meaning it is overall less powerful at higher percentages, while also being harder to link the fourth hit together with the third hit.
The third hit of Double-Edge-Dance inputted upwards is a [[meteor smash]], producing a slightly diagonal trajectory if the sourspot doesn't hit. On grounded opponents, it will knock them into the air and set up for the fourth hit. Inputted forwards, the third hit deals excellent knockback and can be used as a [[KO]] move at higher percentages. The third hit inputted downwards produces a [[flame]] effect and can knock over opponents trying to [[crouch cancel]]. Unusually, while the third hit forwards has higher base knockback, its knockback scaling is actually smaller than the Dancing Blade's version, meaning it is overall less powerful at higher percentages, while also being harder to link the fourth hit together with the third hit at lower percentages.


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.
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