His Hammer of Judgement is definitely one of his most risky items, but it can be extremely powerful. Judgement one through four will simply deliver a percentage increase of the same number. However, judgements five through nine are all unique.
The break down is as follows:. As you can see, the hammer is quite a gamble. However, it's a gamble we suggest you take often. It can be activated in the air as you fall towards your opponents, so use it as much as possible. We've experienced triple KOs thanks to Judgement 9. Use it and abuse it.
Because they're heavy and numerous, it can keep even the most expert SSB Melee players at bay. If you get close enough to you foe, you can actually hit them with the frying pan, which delivers an even fiercer blow. It's easily the most hilarious taunts in SSBM and it will quickly enrage your opponents. All moves are based on a character facing to the right. Origin: Mr. However, later games often starred Disney or more mainstream Nintendo characters instead of the more generic hero of the first titles.
Super Smash Bros. Melee Wiki Guide. Last Edited: 4 Apr pm. Was this guide helpful? YES NO. In This Wiki Guide. Why are Ice Climber and Donkey Kong fighting each other? Choose any of Nintendo's classic characters including Mario, Donkey Kong, Link, Yoshi, Kirby, and many of the more obscure personas from the company's history then try to beat the crud out of the other ones. The premise is simple enough, but the gameplay and graphics take fighting games to a whole new level.
Ultimate Smash Bros. Brawl Smash Bros. Melee Smash Bros. Pulls out an insecticide pump and presses on it, shooting a puff of insecticide out. If the button is mashed, Mr. Originates from Greenhouse.
Thrusts a chair forwards. Has a long range, but significant starting lag. Originates from Lion. Pulls out a number one flag and waves it upwards. A good move for juggling. Originates from Flagman. Flips a manhole cover in front of him. Good vertical knockback, dealing more damage and knockback on a grounded opponent.
Originates from Manhole. Puts on a helmet and charges forwards. Low knockback and sends opponents behind him. Good for racking up damage. Originates from Helmet. Pulls out a torch and swings it forwards. In terms of knockback not KO percentage , it is the third most powerful side smash in the game along with Captain Falcon. Otherwise due to its diagonal knockback , it is the 11th most powerful side smash in the game.
This is Mr. The move lasts for a second after it is executed, where the opponent can still get hit. Originates from Fire Attack. With a diving helmet on, leans backwards, then swings his head forwards. Has some start-up lag but also has high knockback, as well as a long duration. Originates from Octopus.
Pulls out two hammers and swings them down on both of his sides. If the opponent is hit on the tips of the hammers, the opponent is hit upwards with high knockback sweetspot , but if the enemy is hit with the handles, they are very feebly propelled horizontally.
Originates from Vermin. Opens up a parachute. Its hitbox covers all sides of Mr. This attack cannot be L-canceled, though its landing lag is rather short 15 frames. Overall the most powerful neutral aerial in Melee and is one the most powerful aerials in the game. Originates from Parachute. This was fused with his recovery Fire in later games. Pulls out a box in front of himself.
If the initial hit connects, it has high damage, but only the lingering sourspot hits, the opponent will only recieve minor damage with very low knockback.
Thrusts a river turtle backwards, which bites many times. A multi-hitting move, with all hits dealing light knockback. Like his neutral and up aerials, cannot be L-canceled. All hits deal approximately up to Originates from Turtle Bridge. Blows upwards twice. The second hit has medium knockback.
The first hit has knockback growth, which makes it less likely to lead into the second hit at higher percentages. However, the second hit can be landed without the first hit, if timed correctly. Like his neutral and back aerial, cannot be L-canceled.
Both hits deal approximately Originates from Spitball Sparky. Pulls out a key and plunges downwards. If the opponent is under Mr. Originates from Donkey Kong Jr. Pulls out a bell and hits the opponent with it. Somewhat slow for a pummel. Juggles the enemy as a ball, then launches the opponent upwards. Can chaingrab fastfallers.
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