Upperdash Arm: Difference between revisions

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==Overview==
==Overview==
[[File:Upperdash Arm Dash SSB4.jpeg|200px|thumb|Pit dashing with the Upperdash Arm.]]
[[File:Upperdash Arm Dash SSB4.jpeg|200px|thumb|Pit dashing with the Upperdash Arm.]]
The move involves Pit dashing forward, and then uppercutting any opponent he comes across with the Upperdash Arm, similarly to [[Raptor Boost]], although slower and traveling a shorter distance. The move has [[armor]] during the uppercut, allowing Pit to plow through weak attacks to land a hit, and can also deflect projectiles while the move is active, though it will cut short Pit's dash as he will swing his Arm prematurely. The move does 11% with mainly vertical knockback, and can KO at 150%. Because of its armor and ability to deflect projectiles, this move is incredibly difficult to counter with attacks alone, requiring an opponent to either dodge or shield.
The move involves Pit dashing forward, and then uppercutting any opponent he comes across with the Upperdash Arm, similarly to [[Raptor Boost]], although slower and traveling a shorter distance. The move has [[armor]] during the uppercut, allowing Pit to plow through attacks to land a hit, and can also deflect projectiles while the move is active, though it will cut short Pit's dash as he will swing his Arm prematurely. The move does 11% with mainly vertical knockback, and can KO at 150%. Because of its armor and ability to deflect projectiles, this move is incredibly difficult to counter with attacks alone, requiring an opponent to either dodge or shield.


If used in the air, the move has a massively laggy ending animation regardless of whether Pit hits anything (however, more endlag is experienced if Pit misses in the air, enough to make him [[self destruct|SD]]), making the move simple to punish if Pit misses. The move itself does not have much landing lag, however. Connecting with it in midair also gives Pit an upward boost that can have its momentum controlled much like a normal jump, and can be performed right afterward once more after the recovery. The ending lag can lead to possible self-destructs if used unwisely, although the move can sweetspot ledges if used as a recovery. Using the move on the ground will cause him to stop at the very edge of whatever platform he's on, similar to [[Fox Illusion]]. Despite the massive aerial ending lag, Pit is not put into a helpless state afterwards. The aerial version is weaker than the grounded version, doing 9% and unable to KO until 170%.
If used in the air, the move has a massively laggy ending animation regardless of whether Pit hits anything (however, more endlag is experienced if Pit misses in the air, enough to make him [[self destruct|SD]]), making the move simple to punish if Pit misses. The move itself does not have much landing lag, however. Connecting with it in midair also gives Pit an upward boost that can have its momentum controlled much like a normal jump, and can be performed right afterward once more after the recovery. The ending lag can lead to possible self-destructs if used unwisely, although the move can sweetspot ledges if used as a recovery. Using the move on the ground will cause him to stop at the very edge of whatever platform he's on, similar to [[Fox Illusion]]. Despite the massive aerial ending lag, Pit is not put into a helpless state afterwards. The aerial version is weaker than the grounded version, doing 9% and unable to KO until 170%.
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