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Upperdash Arm: Difference between revisions

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#'''Quickdash Arm''': A faster, longer dash that continues after the uppercut, making it hard to control, but in some cases useful for chasing enemies after landing the hit, to possibly avoid punishes when hitting a [[shield]]ing opponent, or to slide across the stage if aimed properly near and towards a [[ledge]].
#'''Quickdash Arm''': A faster, longer dash that continues after the uppercut, making it hard to control, but in some cases useful for chasing enemies after landing the hit, to possibly avoid punishes when hitting a [[shield]]ing opponent, or to slide across the stage if aimed properly near and towards a [[ledge]].
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Interception Arm SSB4.jpg|Interception Arm in {{for3ds}}
QuickdashArmWiiU.jpg|Quickdash Arm in {{forwiiu}}
QuickdashArmWiiU.jpg|Quickdash Arm in {{forwiiu}}
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Revision as of 14:11, August 11, 2019

Upperdash Arm
Pit hitting Link with the Upperdash Arm.
Pit using his Upperdash Arm in Super Smash Bros. for Wii U.
User Pit
Universe Kid Icarus
Article on Icaruspedia Upperdash Arm
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The Upperdash Arm (豪腕ダッシュアッパー, Strong/Stout-Arm Dash Upper) is a weapon from Kid Icarus Uprising, acting as Pit's new side special move in Super Smash Bros. 4 and Super Smash Bros. Ultimate.

Overview

Dashing with the Upperdash Arm in Super Smash Bros. for Wii U.
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 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 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%.

In the Japanese version, Pit may occasionally yell out "Dash Upper!" ("ダッシュアッパー!") upon connecting.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Upperdash Arm 2. Interception Arm 3. Quickdash Arm
PitSide1-SSB4.png
PitSide2-SSB4.png
PitSide3-SSB4.png
"Dash forward and uppercut opponents. Can reflect projectiles." "Acts as a counter, allowing you to uppercut enemies if they try to hit you. No dash." "A faster, longer dash that continues after the uppercut, making it hard to control."
  1. Upperdash Arm: Default.
  2. Interception Arm: A counterattack with super armor that allows Pit to uppercut enemies if they try to hit him. It will not let him dash and will cause him to step back slightly, making the move more difficult to land. Pit will initiate the attack if an enemy comes close, regardless if they hit him or not. This move can be canceled when used on the very edge of the stage. Has slightly more range to activate the move than Dark Pit's Electrocut Arm.
  3. Quickdash Arm: A faster, longer dash that continues after the uppercut, making it hard to control, but in some cases useful for chasing enemies after landing the hit, to possibly avoid punishes when hitting a shielding opponent, or to slide across the stage if aimed properly near and towards a ledge.

Trophy information

Upperdash Arm
North America Arms are a family of weapons that attach to the user's arm and fire projectiles. This one is outfitted with a disc-shaped device that fires ring shots. As the name implies, its real specialty lies in its powerful melee dash attack. Remember to take it off before a meal, though.
Europe Arms are weapons that attach to your arm and fire projectiles. This one has a disc-shaped device that fires ring shots. As the name implies, its specialty is a powerful melee dash attack. To avoid causing unwanted mess, we recommend removing the Upperdash Arm before eating.

Origin

The Upperdash Arm as it appears in Uprising.
Taken from Icaruspedia.
The Upperdash Arm as it appears in Uprising.

Arms are one of the weapon classes in Kid Icarus Uprising. Weapons in this class boast power in both melee and ranged combat, but are short-ranged and have a slow attack speed (in addition to considerably slowing Pit's running speed); this is referenced by Pit's move in Smash 4, having good knockback but suffering punishable ending lag. The Upperdash Arm has weak normal attacks but strong melee dash attacks. The back-dash charged shot from this weapon is capable of sending foes airborne.

Gallery