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|interwikipage=Disable (move)
|interwikipage=Disable (move)
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'''Disable''' ({{ja|かなしばり|Kanashibari}}, ''Temporary Binding'') is {{SSBM|Mewtwo}}'s [[down special move]]. Mewtwo shoots out a short beam from its eyes in front of it, and any opponent right in front of Mewtwo that is facing it will be [[dazed]] for a short period. If the move is performed whilst the character is already dazed, he or she will fly off taking 1% damage, but will recover when they land. The disable will also send foes flying anytime they are in either a dazed state from a shield break or in an aerial tumble. If the move hits an opponent in the air, they will [[flinch]] but instantly recover after the [[freeze frame]]s, taking no appreciable knockback.
'''Disable''' ({{ja|かなしばり|Kanashibari}}, ''Temporary Binding'') is {{SSBM|Mewtwo}}'s [[down special move]].  
==Overview==
[[File:Disable Reflected.gif|thumb|left|Disable being [[reflect]]ed, demonstrating how it works as a [[projectile]].]]
Mewtwo shoots out a short beam from its eyes in front of it, and any opponent right in front of Mewtwo that is facing it will be [[dazed]] for a short period. If the move is performed whilst the character is already dazed, he or she will fly off taking 1% damage, but will recover when they land. The disable will also send foes flying anytime they are in either a dazed state from a shield break or in an aerial tumble. If the move hits an opponent in the air, they will [[flinch]] but instantly recover after the [[freeze frame]]s, taking no appreciable knockback.


[[File:Disable Reflected.gif|thumb|left|Disable being [[reflect]]ed, demonstrating how it works as a [[projectile]].]]
The move is often considered impractical due to its short, narrow range (the opponent must be very close, in front of Mewtwo and at approximately eye level), but it can be used to disrupt an advancing enemy or stun them for a charged [[smash attack]]. For a better use, wavedashing into it or jump canceling it, allows the player to keep their momentum and reach opponents. Also of note is that the effect of the stun will last longer the higher the foe's damage. The move is also a [[projectile]] (rather surprisingly), so alert opponents can [[reflect]], [[powershield]], and counter it.  
The move is often considered impractical due to its short, narrow range (the opponent must be very close, in front of Mewtwo and at approximately eye level), but it can be used to disrupt an advancing enemy or stun them for a charged [[smash attack]]. For a better use, wavedashing into it or jump canceling it, allows the player to keep their momentum and reach opponents. Also of note is that the effect of the stun will last longer the higher the foe's damage. The move is also a [[projectile]] (rather surprisingly), so alert opponents can [[reflect]], [[powershield]], and counter it.  
[[File:Disable.png|thumb|right|Disable in Generation V Pokémon games.]]
 
Disable can be used to perform glitches, including the [[Disable jump]].
Disable can be used to perform glitches, including the [[Disable jump]].
<br clear=left>
==Origin==


==Origin==
As a Normal type status move, the mechanics of Disable have changed throughout the generations of {{uv|Pokémon}}. In the first generation, Disable inaccurately and randomly disallowed the opponent to use one of its moves for a random chosen number of turns of 0-6. Since Generation II and beyond, Disable would disable the opponent Pokémon from reusing the last move it used for 2-5 turns, adding more strategic depth, especially against high-PP recovery moves; in Generation V, it gained 100% accuracy, making it a staple part of many Pokémon's metagames. Disable works differently in ''Melee'', where it prevents the victim from moving entirely.
As a Normal type status move, the mechanics of Disable have changed throughout the generations of {{uv|Pokémon}}. In the first generation, Disable inaccurately and randomly disallowed the opponent to use one of its moves for a random chosen number of turns of 0-6. Since Generation II and beyond, Disable would disable the opponent Pokémon from reusing the last move it used for 2-5 turns, adding more strategic depth, especially against high-PP recovery moves; in Generation V, it gained 100% accuracy, making it a staple part of many Pokémon's metagames. Disable works differently in ''Melee'', where it prevents the victim from moving entirely.


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==Gallery==
==Gallery==
<gallery>
<gallery>
File:Disable.png|Disable in Generation V Pokémon games.
Disable.jpg|Disable in ''Melee''.
Disable.jpg|Disable in ''Melee''.
File:Disable3DS.jpg|Disable in ''Smash Bros. for 3DS''
</gallery>
</gallery>



Revision as of 16:28, April 3, 2015

Disable
Disable
Disable in SSB4.
User Mewtwo
Universe Pokémon
Article on Bulbapedia Disable (move)

Disable (かなしばり, Temporary Binding) is Mewtwo's down special move.

Overview

Disable being reflected, demonstrating how it works as a projectile.

Mewtwo shoots out a short beam from its eyes in front of it, and any opponent right in front of Mewtwo that is facing it will be dazed for a short period. If the move is performed whilst the character is already dazed, he or she will fly off taking 1% damage, but will recover when they land. The disable will also send foes flying anytime they are in either a dazed state from a shield break or in an aerial tumble. If the move hits an opponent in the air, they will flinch but instantly recover after the freeze frames, taking no appreciable knockback.

The move is often considered impractical due to its short, narrow range (the opponent must be very close, in front of Mewtwo and at approximately eye level), but it can be used to disrupt an advancing enemy or stun them for a charged smash attack. For a better use, wavedashing into it or jump canceling it, allows the player to keep their momentum and reach opponents. Also of note is that the effect of the stun will last longer the higher the foe's damage. The move is also a projectile (rather surprisingly), so alert opponents can reflect, powershield, and counter it.

Disable can be used to perform glitches, including the Disable jump.

Origin

As a Normal type status move, the mechanics of Disable have changed throughout the generations of Pokémon. In the first generation, Disable inaccurately and randomly disallowed the opponent to use one of its moves for a random chosen number of turns of 0-6. Since Generation II and beyond, Disable would disable the opponent Pokémon from reusing the last move it used for 2-5 turns, adding more strategic depth, especially against high-PP recovery moves; in Generation V, it gained 100% accuracy, making it a staple part of many Pokémon's metagames. Disable works differently in Melee, where it prevents the victim from moving entirely.

The Japanese name of this move is somewhat named after the term kanashibari (金縛り, lit. golden binding), the Japanese term for sleep paralysis.

Short Hop Disable

Mewtwo performing a Short Hop Disable

Performing disable while running will stop Mewtwo in place. However, by shorthopping first, it can retain its horizontal momentum.

Gallery

Trivia

  • It Melee, Mewtwo's irises turn yellow while using Disable. In SSB4, they turn green instead.
  • As the move can only hit opponents facing Mewtwo, it can also only be reflected by opponents facing Mewtwo.
  • Mewtwo assumes a different, lower stance in SSB4 than in Melee, which thus lowers his eye level and allows for the attack to connect with more enemies that are shorter than Mewtwo.