In Super Smash Bros. games, Special Moves are attacks that are used by pressing the B button (or the button that is chosen). In Super Smash Bros. Brawl and Super Smash Bros. Melee, each character has four special moves. Image:Stub.png This article has been deemed a stub. You can help Wii Wiki by [ expanding it].
Attributes | Values |
---|
rdfs:label
| - Special Moves
- Special moves
- Special moves
|
rdfs:comment
| - Special moves maken deel uit van de Summoning skill. Alle Summoning familiars hebben een special move die je kunt activeren met Summoning scrolls. Wanneer je een familiar summoned krijg je een speciaal schermpje voor je familiar. Bovenaan dit schermpje zie je de special move bar. Deze werkt net als een special attack bar. Wanneer het leeg is kun je geen special move gebruiken. Langzaam herstelt het steeds weer. 15 punten per 30 seconden.
- In Super Smash Bros. games, Special Moves are attacks that are used by pressing the B button (or the button that is chosen). In Super Smash Bros. Brawl and Super Smash Bros. Melee, each character has four special moves. Image:Stub.png This article has been deemed a stub. You can help Wii Wiki by [ expanding it].
- A Special Move is a term for a command that is meant to be used for defensive purposes. Special Moves come in different types: Fake-Outs, Special Stances, Evasive Maneuvers, Back-Turns, and Taunts.
- Special moves are a feature of the Summoning skill. They are unique abilities possessed by Summoning familiars, and are activated by using Summoning scrolls. Their effects include dealing more damage to an opponent, healing the player, banking items, and many other aids to combat and skilling. The potency of a special move increases with higher level familiars. Wearing a Spirit cape will reduce the special move point cost by 20%, but only for combat familiars and the Unicorn stallion.
- Special moves are sometimes borrowed from one character to be given to a secret character. This is most easily seen in Reptile who originally could use Scorpion's spear throw attack and all of Sub-Zero's moves. Moves among the ninjas were also shared with the characters Smoke and Noob Saibot.
- Dizzywood characters have various special moves that a player can manipulate. These can be done by clicking on the icon for each move located in your backpack (most of these are for silver members and gold members, although if you joined Dizzywood before the silver and gold memberships were introduced, you can still use them). Move Master Swingtail is a character in Tanglevine Jungle. If you bring her a Mystical Move Scroll (you can find some of these if you open a Magical Secret Envelope), she will teach you how to perform the move and it will become an icon in your backpack. Known moves:
|
sameAs
| |
dcterms:subject
| |
dbkwik:dead-or-ali...iPageUsesTemplate
| |
dbkwik:dead-oraliv...iPageUsesTemplate
| |
dbkwik:deadoralive...iPageUsesTemplate
| |
dbkwik:rune-scape/...iPageUsesTemplate
| |
dbkwik:runescape/p...iPageUsesTemplate
| |
dbkwik:wii/property/wikiPageUsesTemplate
| |
abstract
| - Special moves are a feature of the Summoning skill. They are unique abilities possessed by Summoning familiars, and are activated by using Summoning scrolls. Their effects include dealing more damage to an opponent, healing the player, banking items, and many other aids to combat and skilling. The potency of a special move increases with higher level familiars. In addition to Summoning scrolls, special moves cost energy, represented as a special move bar in the Summoning interface. A full bar equates to 60 special move points. Each use of a special move depletes these points, until there are not enough for the familiar to perform any further moves. Special moves can be activated by clicking on the howling wolf icon in the Summoning interface; mousing over it details the special move and how many points it costs. The number above the icon indicates how many scrolls are held. By storing in a familiar the necessary scrolls, it will use its special move automatically, given it has the required energy. The amount of attacks between special moves can be changed by right-clicking the special move bar. Values from 0 to 15 are permissible; choosing 0 means the familiar will never use its special move. A combat familiar can hold up to 500 scrolls, which can be withdrawn by using the take beast of burden items button . The points cost for each special move varies, ranging from 3 points for low-level moves like Howl and Dreadfowl Strike to 20 for the Wolpertinger's Magic Focus and the Unicorn stallion's Healing Aura. The special move bar will recharge over time at a rate of 15 points per every 30 seconds, thus taking 2 minutes to recharge fully. A Summoning potion restores 15 special move points per dose as well as restoring Summoning points. It is the only available method to raise the special move energy bar besides natural recharge or player death, as the level of special move energy remains with the player even after a familiar is gone. Wearing a Spirit cape will reduce the special move point cost by 20%, but only for combat familiars and the Unicorn stallion.
- Special moves are sometimes borrowed from one character to be given to a secret character. This is most easily seen in Reptile who originally could use Scorpion's spear throw attack and all of Sub-Zero's moves. Moves among the ninjas were also shared with the characters Smoke and Noob Saibot. Originally, special attack button sequences were kept secret in the game, similar to fatality button sequences, and required some experimentation and luck to find and master. However, these codes generally remain unchanged between games (for example, Scorpion's spear throw has always been some variation of the back-back-low punch sequence). More recently however, developers have added lists of basic combos and special moves in the pause menu of games. These lists are not available during online matches.
- Special moves maken deel uit van de Summoning skill. Alle Summoning familiars hebben een special move die je kunt activeren met Summoning scrolls. Wanneer je een familiar summoned krijg je een speciaal schermpje voor je familiar. Bovenaan dit schermpje zie je de special move bar. Deze werkt net als een special attack bar. Wanneer het leeg is kun je geen special move gebruiken. Langzaam herstelt het steeds weer. 15 punten per 30 seconden.
- Dizzywood characters have various special moves that a player can manipulate. These can be done by clicking on the icon for each move located in your backpack (most of these are for silver members and gold members, although if you joined Dizzywood before the silver and gold memberships were introduced, you can still use them). Move Master Swingtail is a character in Tanglevine Jungle. If you bring her a Mystical Move Scroll (you can find some of these if you open a Magical Secret Envelope), she will teach you how to perform the move and it will become an icon in your backpack. NOTE: Since Dizzywood has changed the stone pillars are removed from Presto's Edge, so you can't walk between them to get a special move. Known moves:
* Arm Flail
* Bunny Hop
* Dance
* Hop
* March
* Model Walk
* One Foot Hop
* Run
* Skip
* Sneak
* Spooky Shuffle (available from the Onakasi Treasure Room only)
* Stagger
* Toy Soldier (available from the Onakasi Treasure Room only)
* Walk (use the Walk move to return back to walk mode)
* Zombie Walk
- In Super Smash Bros. games, Special Moves are attacks that are used by pressing the B button (or the button that is chosen). In Super Smash Bros. Brawl and Super Smash Bros. Melee, each character has four special moves. Image:Stub.png This article has been deemed a stub. You can help Wii Wiki by [ expanding it].
- A Special Move is a term for a command that is meant to be used for defensive purposes. Special Moves come in different types: Fake-Outs, Special Stances, Evasive Maneuvers, Back-Turns, and Taunts.
|