Grappling Hook / Wings of Rebellion: Difference between revisions

→‎Overview: added detail about grabbing items
(→‎Overview: added detail about grabbing items)
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==Overview==
==Overview==
When the move is used, Joker will shoot a grappling hook upwards at an angle while being boosted up slightly (although the boost only works once in the air). It acts as a [[tether recovery]], similar to the [[Ice Climbers]]' [[Belay]] and [[Ivysaur]]'s [[Vine Whip]], and can pull opponents closer to Joker if it hits them while Joker is grounded. If used in the air, the move instead has a weak hitbox that can be used to push the opponent into the blast zone if they're already close. Also, Joker may utter one of the same voice clips used for his smash attacks, grunting or saying "There!" or "You're mine!" when using this move. Strangely, this move is treated as a [[projectile]], and thus it can be reflected. However, instead of Joker taking return damage, the move is cancelled out, leaving both fighters unharmed.
When the move is used, Joker will shoot a grappling hook upwards at an angle while being boosted up slightly (although the boost only works once in the air). It acts as a [[tether recovery]], similar to the [[Ice Climbers]]' [[Belay]] and [[Ivysaur]]'s [[Vine Whip]], and can pull opponents closer to Joker if it hits them while Joker is grounded. It can also grab items. If used in the air, the move instead has a weak hitbox that can be used to push the opponent into the blast zone if they're already close. Also, Joker may utter one of the same voice clips used for his smash attacks, grunting or saying "There!" or "You're mine!" when using this move. Strangely, this move is treated as a [[projectile]], and thus it can be reflected. However, instead of Joker taking return damage, the move is cancelled out, leaving both fighters unharmed.


Upon the throw's success, Joker gains enough frame advantage to always hit a [[forward aerial]] up until around 110%, giving the move a lot of utility. Grappling Hook's grab hitbox will not work if the opponent is already in hitstun, limiting its use to starting combos, not continuing them. It also does not work on [[shield]]ing opponents, akin to {{SSBU|Isabelle}}'s [[Fishing Rod]]. It also has very few ways to confirm into it, with the last hit of [[up aerial]] while Joker is close to the ground being the only "true" one. A good way to set this up is during a [[fast fall]] [[up aerial]]. Outside of this, [[up tilt]] has situational use as a frame trap with this at lower percentages. [[Down tilt]] sends at a good angle for it, however the opponent can easily air dodge it if they react in time.
Upon the throw's success, Joker gains enough frame advantage to always hit a [[forward aerial]] up until around 110%, giving the move a lot of utility. Grappling Hook's grab hitbox will not work if the opponent is already in hitstun, limiting its use to starting combos, not continuing them. It also does not work on [[shield]]ing opponents, akin to {{SSBU|Isabelle}}'s [[Fishing Rod]]. It also has very few ways to confirm into it, with the last hit of [[up aerial]] while Joker is close to the ground being the only "true" one. A good way to set this up is during a [[fast fall]] [[up aerial]]. Outside of this, [[up tilt]] has situational use as a frame trap with this at lower percentages. [[Down tilt]] sends at a good angle for it, however the opponent can easily air dodge it if they react in time.