Drill Rush: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
Line 14: Line 14:
'''Drill Rush''' ({{ja|ドリルラッシュ|Doriru Rasshu}}, ''Drill Rush'') (formerly named the "'''Triple Dash'''") is [[Meta Knight]]'s [[side special move]]. When used, Meta Knight leaps sideways with his blade outstretched. If he hits an enemy, he performs a combination lasting up to a good 2 seconds, knocking Meta Knight's opponent upward. Also, when finished, he pulls back a bit. Meta Knight can also change the course of the attack, as he is shown using the same attack upward, allowing it to be used as a recovery. The attack hits 10 times, 1% [[damage]] for each hit. After using the attack, Meta Knight becomes [[helpless]]. It is possible to cancel the ending lag of the attack by making the end hit the edge, allowing it to be virtually lag free, and allowing it to be used to rush opponents in such stages as Battlefield. This is known as Drill Rush Canceling. Of all of Meta Knight's recovery moves, this move gives the most vertical distance.
'''Drill Rush''' ({{ja|ドリルラッシュ|Doriru Rasshu}}, ''Drill Rush'') (formerly named the "'''Triple Dash'''") is [[Meta Knight]]'s [[side special move]]. When used, Meta Knight leaps sideways with his blade outstretched. If he hits an enemy, he performs a combination lasting up to a good 2 seconds, knocking Meta Knight's opponent upward. Also, when finished, he pulls back a bit. Meta Knight can also change the course of the attack, as he is shown using the same attack upward, allowing it to be used as a recovery. The attack hits 10 times, 1% [[damage]] for each hit. After using the attack, Meta Knight becomes [[helpless]]. It is possible to cancel the ending lag of the attack by making the end hit the edge, allowing it to be virtually lag free, and allowing it to be used to rush opponents in such stages as Battlefield. This is known as Drill Rush Canceling. Of all of Meta Knight's recovery moves, this move gives the most vertical distance.


In ''Super Smash Bros. 4'', the move has added startup lag, and Meta Knight can now rebound off of surfaces upon impacting them with the near end of the move. In midair, he'll perform a small jump just before charging forward during the initial delay. Connecting on targets with the final hit that produces the knockback will have Meta Knight recoil a bit backward for safety, but this recoil jump will not occur if Meta Knight does not hit an enemy, unlike the version in ''Brawl''.
In ''Super Smash Bros. 4'', the move has added startup lag, and Meta Knight can now rebound off of surfaces upon impacting them with the near end of the move. In midair, he'll perform a small jump just before charging forward during the initial delay. Connecting on targets with the final hit that produces the knockback will have Meta Knight recoil a bit backward for safety, but this recoil jump will not occur if Meta Knight does not hit an enemy, unlike the version in ''Brawl''. Also, the move connects more reliably and it is much stronger.


==Customization==
==Customization==
Line 31: Line 31:


==Origin==
==Origin==
The move is derived from [[Kirby]]'s Running-B move of the same name when he has the Master Ability (which he has when he uses Meta Knight's [[Galaxia|sword]]) in ''[[Kirby & The Amazing Mirror]]'', so presumably Meta Knight also knows the attack. It also somewhat resembles the barrel roll he does for a Quick Spin attack in ''[[Kirby Air Ride]]''.
The move is derived from [[Kirby]]'s Running-B move of the same name when he has the Master ability (which he has when he uses Meta Knight's [[Galaxia|sword]]) in ''Kirby & The Amazing Mirror'', so presumably Meta Knight also knows the attack. It also somewhat resembles the barrel roll he does for a Quick Spin attack in ''Kirby Air Ride''.


==Gallery==
==Gallery==