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Smash hero skill select clunky10/2/2023 ![]() If there is a metal opponent present when the menu is opened, the odds of Metal Slash appearing in the menu are multiplied by 4×. Since items are turned off in competitive play, the move is practically useless except when used on another Hero using Kaclang. When used against non-metal opponents, it will only deal 1% damage and weak knockback. Instantly KOs any metal opponent, including another Hero using Kaclang. Freezes opponents the sword hitbox freezes for considerably longer, having a 2× multiplier to frames frozen. Capable of KOing midweights at 95% from the center of Final Destination.Ī quick slash with the Hero's sword cloaked in frost. Deals considerable damage and knockback, and has huge range in front of him however, hitting with the end of the flames has lower damage and knockback. However, opponents in the air are put to sleep for a much shorter amount of time the clean aerial hitbox puts opponents to sleep for less time than the latest grounded hitbox.Ī quick slash with the Hero's sword cloaked in flame. Snooze can affect aerial opponents, which can KO offstage opponents should they be too far to maneuver towards the stage. The projectile puts opponents to sleep for longer at close range, but gets larger at further ranges. Possesses high knockback and a very large lingering explosion hitbox, KOing around 85% vertically.Ī slow projectile that sends opponents to sleep if it connects and can pass through projectiles and multiple opponents however, it can be blocked. The instant before the explosion pulls opponents in if they're close enough. Deals decent knockback, KOing vertically starting at around 130%.Ī fast projectile that explodes with a large radius after a certain distance, or on contact with opponents. Travels slowly and explodes with a small lingering radius on contact with opponents, or after a set distance. Deals high damage and decent knockback, KOing around 100% near the ledge.Ī small explosive flame projectile sent forward. The projectile erupts after it hits a non-shielding target, projectile, or surface, which can also harm bystanders. Deals decent damage for its speed but lacks KO potential.Ī larger flame projectile sent forward quickly. ![]() SpellĪ flame projectile sent forward quickly. Moves highlighted in the same colour will cross- stale each other, and also will never simultaneously appear in the same menu (slash attacks excluded). ![]() The menu can only be open for up to 8 seconds, and during this, MP refilling is paused and the Hero's shield is inactive. A common combination is Psyche Up and Oomph, which will grant the next attack incredibly high damage and knockback, as well as a nearly guaranteed broken shield. Spells that inflict status conditions can stack with each other and be used simultaneously, but these spells will not appear again in the menu while still active and for a few seconds after wearing off. Spells cannot appear twice in a row, except between stocks, and through Hocus Pocus, which has a chance to use one of the other spells as its effect. If the player holds the direction behind the Hero upon selection, they will immediately turn around upon executing the spell. If the player does not want to use any of the spells, they can cancel and reuse the move to generate four new options. While the list is open, the Hero cannot move, but can cancel the menu with a shield or jump. Each spell will use a certain amount of MP, indicated as a number by the spell's name and highlighted on the MP bar in green. In Home-Run Contest, Command Selection will always show Sizzle, Kaboom, Flame Slash, and Hatchet Man in that order. Upon use, the Hero will go into a thinking pose, and the player will be given a random selection of four spells from the Hero's spell pool to choose from, with a total of 21 possible spells.
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