Knee Smash: Difference between revisions

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===In ''Super Smash Bros. Melee''===
===In ''Super Smash Bros. Melee''===
[[File:T3h Knee.jpg|thumb|The Knee Smash in ''Melee''.]]
[[File:T3h Knee.jpg|thumb|The Knee Smash in ''Melee''.]]
The Knee Smash is considered among the best moves in the game due to its low start-up lag and very powerful horizontal knockback, where it can reliably KO under 100% in most stages. Many combos and strategies for Captain Falcon end with a Knee Smash. When the Knee Smash is at [[stale-move negation|full power]], it makes an excellent [[wall of pain]], and can be accompanied by Captain Falcon's [[down aerial]] for a pseudo-[[Ken Combo]].
The Knee Smash is considered among the best moves in the game due to its powerful horizontal knockback, where it can reliably KO under 100% in most stages. Many combos and strategies for Captain Falcon end with a Knee Smash. When the Knee Smash is at [[stale-move negation|full power]], it makes an excellent [[wall of pain]], and can be accompanied by Captain Falcon's [[down aerial]] for a pseudo-[[Ken Combo]].


The Knee Smash acts as a [[sex kick]], with two main [[hitbox]]es. The initial hitbox (often called the "hard knee"), which lasts only a few frames, is Captain Falcon's primary KO move and is accompanied by an electric effect. The second hitbox (nicknamed the "soft knee" or "weak knee") lasts much longer, but lacks the damage and knockback of the initial hitbox. The attack acts as a semi-spike, albeit a weak one. Despite how seemingly weak it is, it has its uses. The player can use weak knee in comboing the entire cast with the most common combos being: weak knee into hard knee and weak knee into up air. Weak knee can also be used in [[edge guarding]]. By using his speed Captain Falcon can reach extremely far offstage and cover large areas with his knee. While sometimes the weak knee may not be enough to kill, it sets the player up to continue the edge guard.
The Knee Smash acts as a [[sex kick]], with two main [[hitbox]]es. The initial hitbox (often called the "hard knee"), which lasts only a few frames, is Captain Falcon's primary KO move and is accompanied by an electric effect. The second hitbox (nicknamed the "soft knee" or "weak knee") lasts much longer, but lacks the damage and knockback of the initial hitbox. The attack acts as a semi-spike, albeit a weak one. Despite how seemingly weak it is, it has its uses. The player can use weak knee in comboing the entire cast with the most common combos being: weak knee into hard knee and weak knee into up air. Weak knee can also be used in [[edge guarding]]. By using his speed Captain Falcon can reach extremely far offstage and cover large areas with his knee. While sometimes the weak knee may not be enough to kill, it sets the player up to continue the edge guard.
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In ''Brawl'', the Knee Smash was [[nerf]]ed. The initial hitbox was nerfed such that it needs to actually sweetspot on the knee itself for the familiar electric hit to occur, as the back hitbox simply has similar properties of [[NTSC]] ''Melee''{{'}}s late hit, while the late hit in ''Brawl'' acts like the [[PAL]] late hit in ''Melee'', being even weaker than the clean hit's sourspot. In addition, the initial hitbox as a whole now only lasts one frame (instead of three) and its hitbox is significantly smaller (5.2 → 3); as a result, it is much harder to land a hard Knee Smash, especially on smaller characters. Its [[hitlag]] has also been significantly increased, allowing for more [[DI]] and [[SDI]] from the opponent. On the upside, it can [[autocancel]] from a short hop, though on smaller characters, this trait can only be taken full advantage of if they aren't on the ground. Nonetheless, the Knee Smash remains among Falcon's strongest finishers (stronger than all of his smash attacks), sometimes used in an aerial combo in place of his up aerial.
In ''Brawl'', the Knee Smash was [[nerf]]ed. The initial hitbox was nerfed such that it needs to actually sweetspot on the knee itself for the familiar electric hit to occur, as the back hitbox simply has similar properties of [[NTSC]] ''Melee''{{'}}s late hit, while the late hit in ''Brawl'' acts like the [[PAL]] late hit in ''Melee'', being even weaker than the clean hit's sourspot. In addition, the initial hitbox as a whole now only lasts one frame (instead of three) and its hitbox is significantly smaller (5.2 → 3); as a result, it is much harder to land a hard Knee Smash, especially on smaller characters. Its [[hitlag]] has also been significantly increased, allowing for more [[DI]] and [[SDI]] from the opponent. On the upside, it can [[autocancel]] from a short hop, though on smaller characters, this trait can only be taken full advantage of if they aren't on the ground. Nonetheless, the Knee Smash remains among Falcon's strongest finishers (stronger than all of his smash attacks), sometimes used in an aerial combo in place of his up aerial.


The Knee Smash had its knockback altered (24 (base)/100 (growth) → 30/93), which would technically make it weaker than it was in ''Melee'', but due to it dealing 1% more damage (18% → 19%), it retains its strength overall. It also has 4 frames more ending lag (36 → 40 frames). The higher base knockback makes it safer on hit at lower percentages. However, the reduced scaling makes it slightly weaker at higher percentages. It also has higher landing lag (18 → 22 frames).
The Knee Smash had its knockback reduced (24 (base), 100 (scaling) → 30/93) although it deals 1% more damage (18% → 19%), making it slightly stronger overall. It also has 4 frames more ending lag (FAF 36 → 40). The higher base knockback makes it safer on hit at lower percentages. However, the reduced scaling makes it slightly weaker at higher percentages. It also has higher landing lag (18 → 22 frames) and the removal of [[L-canceling]] only further worsens its use as a landing option.


A late Knee Smash can trip a grounded opponent often, and is still useful for [[gimp]]ing recoveries like {{SSBB|Falco}}'s, albeit less so than in ''Melee''. It can also be followed up with an up aerial or a sweet spotted Knee Smash if the opponent is read correctly.  
A late Knee Smash can trip a grounded opponent often, and is still useful for [[gimp]]ing recoveries like {{SSBB|Falco}}'s, albeit less so than in ''Melee''. It can also be followed up with an up aerial or a sweet spotted Knee Smash if the opponent is read correctly.  


It is notable that Captain Falcon has a true setup for a sweetspotted Knee Smash if he uses it after a grab air release on Wario, and a grab ground release on Ness.
It is notable that Captain Falcon has a true setup for a sweetspotted Knee Smash if he uses it after a aerial grab release on Wario and it can be used as a semi guaranteed followup on some other characters depending on their aerial grab release arc.


===In ''Super Smash Bros. 4''===
===In ''Super Smash Bros. 4''===
The Knee Smash was nerfed once again, now having a massive 30 frames (half a second) of landing lag and greater aerial cool-down (IASA frame 40 → 46), meaning it can no longer autocancel in a short hop. As a result, it is no longer a practical approach option, and is somewhat riskier to use offstage.
The Knee Smash was nerfed once again, now having a massive 30 frames (half a second) of landing lag and greater aerial cool-down (FAF 40 → 46), meaning it can no longer autocancel in a short hop. As a result, it is no longer a practical approach option, and is somewhat riskier to use offstage.


Despite these nerfs, it sees much more use and effectiveness than in ''Brawl'', largely due to the changes to [[hitstun canceling]], which is now only possible after frame 40 with an air dodge or frame 45 with an aerial, while both hitstun canceling windows scale in proportion to the knockback sustained, rather than the frame 13 or 25 regardless of knockback windows that were in ''Brawl''. These changes make combos into the Knee much more prevalent, such as the classic down aerial into Knee, especially in conjunction with Falcon's altered up aerial that now sends opponents vertically, and the significantly improved burst on his dash grab, that allows Falcon to carry a great deal of momentum into his down throw; the Knee as a fatal followup to these moves at mid-percentages is notably prevalent in competitive play, whether as part of a true combo or to punish an opponent air dodging out of those moves. The Knee's KO power also got buffed, by it sending opponents at a slightly lower trajectory, and the new [[rage]] mechanic that can allow it to KO up to around 20% sooner; it's not uncommon for Falcon to nab KOs below 50% from a combo into the Knee when he has a significant amount of Rage. At high damages however, about after 80-100% damage, even lower when he has significant Rage, it becomes difficult to land a Knee Smash again as the setups into it no longer work, requiring a [[Mindgame#Predicting|good read]] or a precise punish to land it.
Despite these nerfs, it sees much more use and effectiveness than in ''Brawl'', largely due to the changes to [[hitstun canceling]], which is now only possible after frame 40 with an air dodge or frame 45 with an aerial, while both hitstun canceling windows scale in proportion to the knockback sustained, rather than the frame 13 or 25 regardless of knockback windows that were in ''Brawl''. These changes make combos into the Knee much more prevalent, such as the classic down aerial into Knee, especially in conjunction with Falcon's altered up aerial that now sends opponents vertically, and the significantly improved burst on his dash grab, that allows Falcon to carry a great deal of momentum into his down throw; the Knee as a fatal followup to these moves at mid-percentages is notably prevalent in competitive play, whether as part of a true combo or to punish an opponent air dodging out of those moves. The Knee's KO power also got buffed, by it sending opponents at a slightly lower trajectory, and the new [[rage]] mechanic that can allow it to KO up to around 20% sooner; it's not uncommon for Falcon to nab KOs below 50% from a combo into the Knee when he has a significant amount of Rage. At high damages however, about after 80-100% damage, even lower when he has significant Rage, it becomes difficult to land a Knee Smash again as the setups into it no longer work, requiring a [[Mindgame#Predicting|good read]] or a precise punish to land it.
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