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[[File:Punishment Snake F-air Lag KO Brawl.gif|thumb|right|250px|An example of a punishment. The landing lag produced by {{SSBB|Snake}}'s [[forward aerial]] gives enough time for {{SSBB|King Dedede}} to connect his [[dash attack]].]] | [[File:Punishment Snake F-air Lag KO Brawl.gif|thumb|right|250px|An example of a punishment. The landing lag produced by {{SSBB|Snake}}'s [[forward aerial]] gives enough time for {{SSBB|King Dedede}} to connect his [[dash attack]].]] | ||
'''Punishment''' is the act of attacking an opponent while they are vulnerable. Being vulnerable to be punished often results from using an attack with slow start-up lag at a non-opportune time or having missed an attack with high ending lag. For example, the [[Falcon Punch]] is a punishable move since it has long start-up and ending lag; if Captain Falcon uses it against an active and expecting opponent or if the move's target is able to avoid the attack, they have ample time to launch a counterattack. Characters can also be punished if their attack is [[shield]]ed, such as via [[shield grab]]bing or [[Out of Shield|out of shield]] attacks. An attack that is difficult to punish is usually known as "safe", usually due to having low ending lag and/or large hitboxes that are difficult to get around. A move's power can make punishment seem more dangerous; some players may choose to avoid the forward smashes of {{SSBU|Ganondorf}}, {{SSBU|Ike}} and {{SSBU|King Dedede}} rather than attempt to punish them simply because of the risk involved. Actions that are less subtle are often punishable as well. | '''Punishment''' is the act of attacking an opponent while they are vulnerable. Being vulnerable to be punished often results from using an attack with slow start-up lag at a non-opportune time or having missed an attack with high ending lag. For example, the [[Falcon Punch]] is a punishable move since it has long start-up and ending lag; if Captain Falcon uses it against an active and expecting opponent or if the move's target is able to avoid the attack, they have ample time to launch a counterattack. Characters can also be punished if their attack is [[shield]]ed, such as via [[shield grab]]bing or [[Out of Shield|out of shield]] attacks. An attack that is difficult or impossible to punish is usually known as "safe", usually due to having low ending lag and/or large hitboxes that are difficult to get around. A move's power can make punishment seem more dangerous; as an example, some players may choose to avoid the forward smashes of {{SSBU|Ganondorf}}, {{SSBU|Ike}} and {{SSBU|King Dedede}} rather than attempt to punish them simply because of the risk involved. Actions that are less subtle are often punishable as well. | ||
Some characters can use attacks with [[super armor]] for a unique kind of punish, although this is only prominent in ''Brawl'' and significantly more common in ''SSB4'' and ''Ultimate''. For example, {{SSBU|Ike}}'s [[Aether]] has super armor that allows him to tank and punish enemies who attack him before he throws his sword, while {{SSBU|Little Mac}}'s smash attacks in ''SSB4'' and ''Ultimate'' all provide super armor, allowing him to punish any sort of laggy attack, weak or strong, by simply plowing through it. | Some characters can use attacks with [[super armor]] for a unique kind of punish, although this is only prominent in ''Brawl'' and significantly more common in ''SSB4'' and ''Ultimate''. For example, {{SSBU|Ike}}'s [[Aether]] has super armor that allows him to tank and punish enemies who attack him before he throws his sword, while {{SSBU|Little Mac}}'s smash attacks in ''SSB4'' and ''Ultimate'' all provide super armor, allowing him to punish any sort of laggy attack, weak or strong, by simply plowing through it. |