Plasma Whip: Difference between revisions

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==Overview==
==Overview==
Upon pressing the special button, Samus shoots the Plasma Whip forward a long distance, with small [[knockback]] and [[damage]] throughout its length, except for a fairly large [[Sweet spot (hitbox)|sweetspot]] at the tip. The body of the whip can knock the enemy into the tip, which has large knockback (at least as large as Samus' [[side smash]], but with longer range) and is considered her best [[KO]] move outside of her [[forward aerial|forward]] and [[back aerial]]s. Does 19% damage (if the opponent is close to Samus because its pushed to the tip, doing two hits), 16% if only the tip hits. In [[Super Smash Bros. 4]], Plasma Whip has been nerfed. The tip of the Plasma Whip is weaker, it deals less damage, and it no longer KOs at high percentage outside of edge guarding and [[stage spike]]s.
Upon pressing the special button, Samus shoots the Plasma Whip forward a long distance, with small [[knockback]] and [[damage]] throughout its length, except for a fairly large [[Sweet spot (hitbox)|sweetspot]] at the tip. The body of the whip can knock the enemy into the tip, which has large knockback (at least as large as Samus' [[side smash]], but with longer range) and is considered her best [[KO]] move outside of her [[forward aerial|forward]] and [[back aerial]]s. Does 19% damage (if the opponent is close to Samus because its pushed to the tip, doing two hits), 16% if only the tip hits. In ''[[Super Smash Bros. 4]]'', Plasma Whip has been nerfed. The tip of the Plasma Whip is weaker, it deals less damage, and it no longer KOs at high percentage outside of edge guarding and [[stage spike]]s.


The move is a little [[lag]]gy after extending, but comes out at about the speed of a smash attack. In the air, it can be used as a [[tether recovery]]; it differs from her other tether move, the [[Plasma Wire]], in that it has longer horizontal [[range]], but much less vertical range, giving Zero Suit Samus several options for tethering, depending on whether she is level with or below the ledge. The Plasma Wire can also grapple ledges that are below Zero Suit Samus' level, which can be useful for varying up her recovery. There is a small blind spot in the middle of the Plasma Whip which the opponent is not hit. If spaced correctly, it can be used after a [[down smash]].
The move is a little [[lag]]gy after extending, but comes out at about the speed of a smash attack. In the air, it can be used as a [[tether recovery]]; it differs from her other tether move, the [[Plasma Wire]], in that it has longer horizontal [[range]], but much less vertical range, giving Zero Suit Samus several options for tethering, depending on whether she is level with or below the ledge. The Plasma Wire can also grapple ledges that are below Zero Suit Samus' level, which can be useful for varying up her recovery. There is a small blind spot in the middle of the Plasma Whip which the opponent is not hit. If spaced correctly, it can be used after a [[down smash]].
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==Trivia==
==Trivia==
*Through hacking, unique item [[grab]]bing and [[throw]]ing animations have been found for Plasma Whip. This suggests that the move was, at one point, also designed to have the ability to grab items from afar and fling them towards opponents. Judging from the animations, it also suggested that Zero Suit Samus could steal opponents' held items by using Plasma Whip against them.
*Through hacking ''Brawl'', unique item [[grab]]bing and [[throw]]ing animations have been found for Plasma Whip. This suggests that the move was, at one point, also designed to have the ability to grab items from afar and fling them towards opponents. Judging from the animations, it also suggested that Zero Suit Samus could steal opponents' held items by using Plasma Whip against them.


{{Special Moves|char=Zero Suit Samus}}
{{Special Moves|char=Zero Suit Samus}}
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