Smashpedia
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{{Infobox Special Move
'''Double-Edge Dance''' is [[Roy]]'s [[Side Special Move]] in ''[[Super Smash Bros. Melee]]''. Roy performs a small sword combo.
 
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|image=[[File:Double-Edge_Dance_SSBWU.png]]
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|user=[[Roy]]
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|games=''[[Super Smash Bros. Melee]]''<br>''[[Super Smash Bros. 3DS/Wii U]]''
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|user2 = [[Chrom]]}}
 
'''Double-Edge Dance''' is [[Roy]]'s [[Side Special Move]]. Roy performs a four-hit [[sword]] combo.
   
 
==Overview==
 
==Overview==
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Double-Edge Dance performs similarly to [[Dancing Blade]], as its input can be changed by tilting the [[control stick]]. However, unlike [[Marth]]'s, Roy's final inputs release a [[Flame Attack|flame]] [[Effects|effect]] (with the exception of the final downward hit in ''[[Melee]]'', with the flame relegated to the third downward hit), making it more powerful.
After the initial attack, the player can input up to 3 more combinations of a direction (Forward, Down, Up, or Neutral) and B to create a combo of up to four hits. This move is often considered one of Roy's best moves.
 
   
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In ''[[Super Smash Bros. for Nintendo 3DS/Wii U]]'', the animations of Double-Edge Dance have been updated to match the ones Dancing Blade received in ''[[Brawl]]''. Each input now no longer requires as much technical precision, making it more reliable for [[combo|comboing]].
This attack is basically the same as [[Marth]]'s [[Dancing Blade]]. However, unlike the latter, Roy's strikes decrease in damage, while the damage of Marth's increases.
 
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Double-Edge Dance has a fast startup, making it one of Roy's most reliable moves, and is more powerful up close due to the flame effect and Roy's closer [[sweetspot]]. However, it can be [[shield|shielded]], leaving Roy vulnerable to [[punishment]].
<gallery>
 
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Roy's Double Edge Dance Move.jpg|The initial slash from Roy's Double-Edge Dance.
 
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<nowiki> </nowiki><gallery>
 
Roy's Double Edge Dance Move.jpg|The initial slash from Roy's Double-Edge Dance in ''Super Smash Bros. Melee''.
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800px-DEDanceSSB4.jpg|Roy performing Double-Edge Dance against Cloud in ''Super Smash Bros. for Wii U''.
 
</gallery>
 
</gallery>
   
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==Notes/Strategies==
 
==Notes/Strategies==
*The first two hits of the combo come out no matter how fast the player presses the buttons. For the third and fourth hits, the player must wait a few frames in between button presses, or else Roy will not perform the attacks. Due to this, the opponent can counter-attack or roll away after the first and second hits if they manage to [[shield]] or [[crouch cancel]] them.
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*The first two hits of the combo come out no matter how fast the player presses the buttons. For the third and fourth hits, the player must wait a few [[frames]] in between button presses, or else Roy will not perform the attacks. Due to this, the opponent can counter-[[attack]] or [[roll]] away after the first and second hits if they manage to [[shield]] or [[crouch cancel]] them.
*If the player uses the Up variation as the third hit, it will act as a [[Meteor Smash]]. A useful combination when the player has got their opponent near the edge is: Forward, Up, Up. The second Up is a mini launcher that sets up for the Meteor Smash. However, if the opponent is expecting the move, it is easily [[Meteor Cancel]]led.
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*If the player uses the Up variation as the third hit, it will act as a [[Meteor Smash]]. A useful combination when the player has got their opponent near the [[edge]] is: Forward, Up, Up. The second Up is a mini launcher that sets up for the Meteor Smash. However, if the opponent is expecting the move, it is easily [[Meteor Cancel|Meteor Cancelled]].
*Using Forward as the third hit provides more [[knockback]] than the other third hits. All of the fourth hits have even higher knockback, with the exception of the Down. The Down attack, however, is useful against crouch-cancelers, and also helps to eat away a shield.
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*Using Forward as the third hit provides more [[knockback]] than the other third hits. All of the fourth hits have even higher [[knockback]], with the exception of the Down. The Down attack, however, is useful against crouch-cancelers, and also helps to eat away a shield.
 
[[Category:Attacks]]
 
[[Category:Attacks]]
 
[[Category:Special Attacks]]
 
[[Category:Special Attacks]]
 
[[Category:Fire Emblem universe]]
 
[[Category:Fire Emblem universe]]
 
[[Category:Side Special Moves]]
 
[[Category:Side Special Moves]]
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[[Category:Super Smash Bros. Melee]]
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[[Category:Clone Attacks]]
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[[Category:Super Smash Bros. 3DS/Wii U]]
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[[Category:Super Smash Bros. Ultimate]]

Revision as of 15:04, 29 January 2019

Double-Edge Dance is Roy's Side Special Move. Roy performs a four-hit sword combo.

Overview

Double-Edge Dance performs similarly to Dancing Blade, as its input can be changed by tilting the control stick. However, unlike Marth's, Roy's final inputs release a flame effect (with the exception of the final downward hit in Melee, with the flame relegated to the third downward hit), making it more powerful.

In Super Smash Bros. for Nintendo 3DS/Wii U, the animations of Double-Edge Dance have been updated to match the ones Dancing Blade received in Brawl. Each input now no longer requires as much technical precision, making it more reliable for comboing.

Double-Edge Dance has a fast startup, making it one of Roy's most reliable moves, and is more powerful up close due to the flame effect and Roy's closer sweetspot. However, it can be shielded, leaving Roy vulnerable to punishment.

Roy's Special Moves
Melee 3DS/Wii U Ultimate
Standard Special Flare Blade
Side Special Double-Edge Dance
Up Special Blazer
Down Special Counter
Final Smash Critical Hit

Notes/Strategies

  • The first two hits of the combo come out no matter how fast the player presses the buttons. For the third and fourth hits, the player must wait a few frames in between button presses, or else Roy will not perform the attacks. Due to this, the opponent can counter-attack or roll away after the first and second hits if they manage to shield or crouch cancel them.
  • If the player uses the Up variation as the third hit, it will act as a Meteor Smash. A useful combination when the player has got their opponent near the edge is: Forward, Up, Up. The second Up is a mini launcher that sets up for the Meteor Smash. However, if the opponent is expecting the move, it is easily Meteor Cancelled.
  • Using Forward as the third hit provides more knockback than the other third hits. All of the fourth hits have even higher knockback, with the exception of the Down. The Down attack, however, is useful against crouch-cancelers, and also helps to eat away a shield.