Electroshock Arm: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(→‎Customization: Modified vocabulary)
Tag: Mobile edit
Line 32: Line 32:
{{CustomSet|DarkPit|Side|name1=Electroshock Arm|desc1=A steadfast forward charge with a weapon that launches foes diagonally upward.|name2=Electrocut Arm|desc2=Ready your weapon, and strike if an enemy comes in range. You won't flinch while readied.|name3=Quickshock Arm|desc3=Charge forward with such speed, you won't stop even after delivering an uppercut.}}
{{CustomSet|DarkPit|Side|name1=Electroshock Arm|desc1=A steadfast forward charge with a weapon that launches foes diagonally upward.|name2=Electrocut Arm|desc2=Ready your weapon, and strike if an enemy comes in range. You won't flinch while readied.|name3=Quickshock Arm|desc3=Charge forward with such speed, you won't stop even after delivering an uppercut.}}
#'''Electroshock Arm''': Default.
#'''Electroshock Arm''': Default.
#'''Electrocut Arm''': A [[counterattack]] with [[super armor]] on frames 7-40 that allows Dark Pit to uppercut enemies if they try to hit him. It will not let him dash and will cause him to step back slightly, making the move more difficult to land. Dark Pit will initiate the attack if an enemy comes close, regardless if they hit him or not. This move can be canceled when used on the very [[edge]] of the stage. Has slightly less range to activate the move than Pit's Interception Arm. Like Interception Arm, the counterattack has super armor on frames 1-8.
#'''Electrocut Arm''': A pseudo [[counterattack]] with [[super armor]] on frames 7-40 that allows Dark Pit to uppercut enemies if they try to hit him. It will not let him dash and will cause him to step back slightly, making the move more difficult to land. Dark Pit will initiate the attack if an enemy comes close, regardless if they hit him or not. This move can be canceled when used on the very [[edge]] of the stage. Has slightly less range to activate the move than Pit's Interception Arm. Like Interception Arm, the counterattack has super armor on frames 1-8.
#'''Quickshock Arm''': A faster, longer dash that continues after the uppercut, making it hard to control, but in some cases useful for chasing enemies after landing the hit, to possibly avoid punishes when hitting a [[shield]]ing opponent, or to slide across the stage if aimed properly near and towards a [[ledge]].
#'''Quickshock Arm''': A faster, longer dash that continues after the uppercut, making it hard to control, but in some cases useful for chasing enemies after landing the hit, to possibly avoid punishes when hitting a [[shield]]ing opponent, or to slide across the stage if aimed properly near and towards a [[ledge]].
<gallery>
<gallery>