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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y|ultimate=y}}
{{Infobox Special Move
{{Infobox Special Move
|name=Upperdash Arm
|name=Upperdash Arm
|image=[[File:SSB4 Upperdash Arm.jpg|300px]]
|image=[[File:Pit Side B SSBU.gif|300px]]
|caption=Pit using his Upperdash Arm  
|caption=Pit using his Upperdash Arm in ''Ultimate''.
|user={{SSB4|Pit}}
|user=[[Pit]]
|universe={{uv|Kid Icarus}}
|universe={{uv|Kid Icarus}}
|interwiki   = icaruspedia
|interwiki=icaruspedia
|interwikiname= Icaruspedia
|interwikiname=Icaruspedia
|interwikipage= Upperdash Arm
|interwikipage=Upperdash Arm
}}
}}
{{cquote|''Dash forward and uppercut opponents.''|cite=''Smash for 3DS''{{'}}s foldout}}
 
The '''Upperdash Arm''' ({{ja|豪腕ダッシュアッパー|Gōwan Dashu Appā}}, ''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]]''.
The '''Upperdash Arm''' ({{ja|豪腕ダッシュアッパー|Gōwan Dashu Appā}}, ''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==
==Overview==
[[File:Upperdash Arm Dash SSB4.jpeg|200px|thumb|Pit dashing with the Upperdash Arm.]]
[[File:Upperdash Arm Dash SSB4.jpeg|200px|thumb|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.
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 does 11% with mainly vertical knockback, with high base knockback but rather average knockback scaling, making it capable of KOing beginning from 150%. The aerial version is weaker than the grounded version, doing 9% and being unable to KO until 170%. The move uses a proximity detection hitbox to determine when to uppercut, active frames 16-35 on the ground and 19-35 in the air. This is used for opponents and projectiles.  


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 [[self destruct|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%.
The move has [[super armor]] during the uppercut on frames 11-26, allowing Pit to plow through attacks to land a hit. It is also capable of deflecting [[projectile]]s while the move is active, though it will cut short Pit's dash, as he will swing his Arm prematurely. Additionally, deflected projectiles are sent upward at a 50 degree angle, and are not considered to be [[reflection|reflected]]; this renders them harmless to enemies as they are still the property of the opponent, much like how [[Confusion]] worked in ''Melee''. It also deals high [[shield damage]] to shields. Because of its armor, high shield damage, and ability to deflect projectiles, this move is risky to shield and difficult to counter with attacks alone, although its ending lag makes it easily punished.
 
If used in the air, the move has an extremely laggy ending animation regardless of whether Pit hits anything (however, more endlag is experienced if Pit misses in the air, enough to make him [[self destruct|SD]]), making the move very punishable 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.


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


==Electroshock Arm==
==Instructional quotes==
[[File:SSB4 - Dark Pit Screen-2.jpg|thumb|right|Electroshock Arm in {{forwiiu}}.]]
{{InstructionalQuotes
[[Dark Pit]]'s side special move is Electroshock Arm ({{ja|豪腕デンショッカー|Gōwan Den Shokkā}}, ''Strong/Stout-Arm Electric Shocker''), a variant of Upperdash Arm with an [[electric]] effect. It is also slightly stronger, dealing 12% on the ground, and 9.5% in the air, and launches opponents at a 43° angle instead of straight up. Dark Pit occasionally blurts "Electroshock!" (or {{ja|"デンショッカー!"|Den Shokkā!}}; ''Electric Shocker!'' in the Japanese version) if the move connects.
|ssb4-3char=Pit
 
|ssb4-3desc=Dash forward and uppercut opponents.
Although it will tend to KO later than Upperdash Arm from center stage, the move can KO opponents much earlier near the sides of the stage as it sends opponents towards the side blast lines, starting at 50%. The move is hence best used against opponents who tend to stray near the edge a lot, and it can be worth the risk using the move offstage as an [[edgeguard]] to guarantee an early KO.
|ssbuchar=Pit
{{clrr}}
|ssbudesc=Dashes forward and uppercuts opponents. Can deflect projectiles.
 
}}
==Trophy information==
[[File:UpperdashArmTrophy3DS.png|thumb|100px|left|Trophy in {{for3ds}}]]
;Upperdash Arm
:{{Flag|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.''
:{{Flag|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.''
{{clr}}


==Customization==
==Customization==
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
{{CustomSet|Pit|Side|name1=Upperdash Arm|desc1=Dash forward and uppercut opponents. Can reflect projectiles.|name2=Interception Arm|desc2=Acts as a counter, allowing you to uppercut enemies if they try to hit you. No dash.|name3=Quickdash Arm|desc3=A faster, longer dash that continues after the uppercut, making it hard to control.}}
{{CustomSet|Pit|Side|name1=Upperdash Arm|desc1=Dash forward and uppercut opponents. Can deflect projectiles.|name2=Interception Arm|desc2=Acts as a counter, allowing you to uppercut enemies if they try to hit you. No dash.|name3=Quickdash Arm|desc3=A faster, longer dash that continues after the uppercut, making it hard to control.}}
 
#'''Upperdash Arm''': Default.
{{CustomSet|DarkPit|Side|name1=Electroshock Arm|desc1=A steadfast forward charge with a weapon that launches foes diagonally upward.|name2=Electrocut Arm|desc2=Ready your weapon, and strike if an enemy comes in range. You won't flinch while readied.|name3=Quickshock Arm|desc3=Charge forward with such speed, you won't stop even after delivering an uppercut.}}
#'''Interception Arm''': Has [[super armor]] on frames 7-40 and allows Pit to uppercut enemies if they get near him. It will not let him dash and will cause him to step back slightly, making the move more difficult to land. 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. The attack also has super armor on frames 1-8. It also loses the ability to deflect projectiles.{{Main|Pit (SSB4)/Side special/Custom 1}}
#'''Upperdash Arm / Electroshock Arm''': Default.
#'''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]].{{Main|Pit (SSB4)/Side special/Custom 2}}
#'''Interception Arm / Electrocut Arm''': A [[counterattack]] with [[super armor]] that allows the user to uppercut enemies if they try to hit him. It won't let him dash and will cause him to step back slightly, making the move more difficult to land. Pit/Dark 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. Pit's version has slightly more range to activate the move, unlike Dark Pit's version.  
#'''Quickdash Arm / Quickshock 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]].
<gallery>
<gallery>
Interception Arm SSB4.jpg|Interception Arm in {{for3ds}}
QuickdashArmWiiU.jpg|Quickdash Arm in {{forwiiu}}
QuickdashArmWiiU.jpg|Quickdash Arm in {{forwiiu}}
Interception Arm SSB4.jpg|Interception Arm in {{for3ds}}
SSB4 Electroshock Uppercut 1.jpg|Electrocut Arm in {{for3ds}}.
SSB4 Electroshock Uppercut 2.jpg|Electocut Arm if it hits.
SSB4 Electroshock Dash 1.jpg|Quickshock Arm in {{for3ds}}.
SSB4 Electroshock Dash 2.jpg|Quickshock Arm if it hits.
</gallery>
</gallery>
==Trophy==
{{Trophy
|name=Upperdash Arm
|image=UpperdashArmTrophy3DS.png
|desc-ntsc=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.
|desc-pal=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 speciality is a powerful melee dash attack. To avoid causing unwanted mess, we recommend removing the Upperdash Arm before eating.
|game=ssb4-3ds
}}
{{clrl}}


==Origin==
==Origin==
[[File:UpperdashArmOrigin.png|thumb|right|125px|The Upperdash Arm as it appears in ''Uprising''.]]
[[File:UpperdashArmOrigin.png|thumb|125px|The Upperdash Arm as it appears in ''Uprising''.]]
{{iw|icaruspedia|Arm}}s 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 {{iw|icaruspedia|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.
{{iw|icaruspedia|Arm}}s 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; this is referenced by Pit's move in ''Smash 4'', having good knockback but suffering punishable ending lag. The {{iw|icaruspedia|Upperdash Arm}} has weak normal attacks compared to other Arms, but very strong melee dash attacks. The back-dash charged shot from this weapon is capable of sending foes airborne.
 
{{clr}}
[[File:ElectroshockArmOrigin.png|thumb|right|125px|The Electroshock Arm as it appears in ''Uprising''.]]
Meanwhile, the {{iw|icaruspedia|Electroshock Arm}} inflicts paralysis, and has expanding charged shots. Unlike the [[Silver Bow]] and [[Dark Pit Staff]], Dark Pit never uses this weapon in ''Uprising'' (unless the player equips it when controlling him).
{{clrr}}


==Gallery==
==Gallery==
<gallery>
<gallery>
SSB4 Electroshock Arm.jpg|Electroshock Arm being used in {{for3ds}}.
SSB4 Upperdash Arm.jpg|Pit using his Upperdash Arm in {{forwiiu}}.
Pit SSBU Skill Preview Side Special.png|Pit using Upperdash Arm as shown by the Move List in ''Ultimate''.
</gallery>
</gallery>


{{Multiple Special Moves|Pit|Dark Pit}}
==Names in other languages==
{{langtable
|ja={{ja|豪腕ダッシュアッパー|Gōwan Dashu Appā}}
|en=Upperdash Arm
|fr=Bras déchaîné
|es=Brazal radial
|de=Aufwärtsarm
|it=Braccio uppercut
|nl=Uppercutarm
|ru={{rollover|Диск апперкота|Disk apperkota|?}}
|ko={{rollover|호완 대시어퍼|Howan Daesieopeo|?}}
|zh_cn={{rollover|豪腕冲刺上勾拳|Háo Wàn Chōngcì Shànggōuquán|?}}
|zh_tw={{rollover|豪腕衝刺上鉤拳|Háo Wàn Chōngcì Shànggōuquán|?}}
}}
 
==Trivia==
*Although the description for Interception Arm says it is a counter, it does not activate on Pit being hit. Instead it uses a search hitbox similar to his default Upperdash Arm, which activates when an opponent enters it.
*If the [[Shadow]] [[Assist Trophy]] freezes Pit while performing Interceptor Arm in ''Smash 4'', the counter hitbox will remain active and trigger if hit. The frozen Pit will not attack until being unfrozen, but will remain [[intangible]] in the mean time.
 
{{Special Moves|char=Pit}}
[[Category:Kid Icarus universe]]
[[Category:Kid Icarus universe]]
[[Category:Pit]]
[[Category:Pit]]
[[Category:Pit (SSB4)]]
[[Category:Pit (SSB4)]]
[[Category:Dark Pit]]
[[Category:Pit (SSBU)]]
[[Category:Dark Pit (SSB4)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Side special moves]]
[[Category:Side special moves]]
[[Category:Reflectors]]
[[Category:Reflectors]]

Latest revision as of 20:42, February 19, 2024

Upperdash Arm
Pit Side B SSBU.gif
Pit using his Upperdash Arm in Ultimate.
User Pit
Universe Kid Icarus
Article on Icaruspedia Upperdash Arm

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[edit]

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 does 11% with mainly vertical knockback, with high base knockback but rather average knockback scaling, making it capable of KOing beginning from 150%. The aerial version is weaker than the grounded version, doing 9% and being unable to KO until 170%. The move uses a proximity detection hitbox to determine when to uppercut, active frames 16-35 on the ground and 19-35 in the air. This is used for opponents and projectiles.

The move has super armor during the uppercut on frames 11-26, allowing Pit to plow through attacks to land a hit. It is also capable of deflecting projectiles while the move is active, though it will cut short Pit's dash, as he will swing his Arm prematurely. Additionally, deflected projectiles are sent upward at a 50 degree angle, and are not considered to be reflected; this renders them harmless to enemies as they are still the property of the opponent, much like how Confusion worked in Melee. It also deals high shield damage to shields. Because of its armor, high shield damage, and ability to deflect projectiles, this move is risky to shield and difficult to counter with attacks alone, although its ending lag makes it easily punished.

If used in the air, the move has an extremely 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 very punishable 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.

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

Instructional quotes[edit]

Super Smash Bros. for Nintendo 3DS case foldout PitHeadSSB4-3.png Dash forward and uppercut opponents.
Super Smash Bros. Ultimate Move List PitHeadSSBU.png Dashes forward and uppercuts opponents. Can deflect projectiles.

Customization[edit]

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 deflect 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: Has super armor on frames 7-40 and allows Pit to uppercut enemies if they get near him. It will not let him dash and will cause him to step back slightly, making the move more difficult to land. 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. The attack also has super armor on frames 1-8. It also loses the ability to deflect projectiles.
  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[edit]

Upperdash Arm's trophy in Super Smash Bros. for Nintendo 3DS
Upperdash Arm
NTSC 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.
PAL 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 speciality is a powerful melee dash attack. To avoid causing unwanted mess, we recommend removing the Upperdash Arm before eating.

Origin[edit]

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; 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 compared to other Arms, but very strong melee dash attacks. The back-dash charged shot from this weapon is capable of sending foes airborne.

Gallery[edit]

Names in other languages[edit]

Language Name
Japan Japanese 豪腕ダッシュアッパー
UK English Upperdash Arm
France French Bras déchaîné
Germany German Aufwärtsarm
Spain Spanish Brazal radial
Italy Italian Braccio uppercut
China Chinese (Simplified) 豪腕冲刺上勾拳
Taiwan Chinese (Traditional) 豪腕衝刺上鉤拳
South Korea Korean 호완 대시어퍼
Netherlands Dutch Uppercutarm
Russia Russian Диск апперкота

Trivia[edit]

  • Although the description for Interception Arm says it is a counter, it does not activate on Pit being hit. Instead it uses a search hitbox similar to his default Upperdash Arm, which activates when an opponent enters it.
  • If the Shadow Assist Trophy freezes Pit while performing Interceptor Arm in Smash 4, the counter hitbox will remain active and trigger if hit. The frozen Pit will not attack until being unfrozen, but will remain intangible in the mean time.