![]() Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown.In the simplest terms, there are 2 main juggle states: When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. T is for Throw attacks which cannot be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. Refers to the direction an attack must be blocked. non-cinematic hits in this case, multiple values may be listed, and it will be clarified in the move description. ![]() Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Delaying the chain into HP gives more total time for the final hitconfirm.Īttack damage on hit. In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super.
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