No edit summary |
No edit summary |
||
Line 30: | Line 30: | ||
== Advanced Strategy == | == Advanced Strategy == | ||
=== The Unblockable === | |||
{{d}} + {{hp}} is unblockable under certain conditions. The crouching laser is a 2 hit move and the last few frames of the move are lacking the correct guard triggers. That means the attack will be unblockable if and only if you hit late on those last frames. If you hit the opponent with any earlier parts of the move (ie they are already in block stun) or there is another move on screen for them to block, {{d}} + {{hp}} will be blocked as normal. | |||
Some common situations to land this are incoming opponents from a snap/death, opponents getting up from knockdown, or opponents falling down from either jumping or after getting hit by Captain Commando AAA. The scenario where opponents are getting up is the best way to guarantee the unblockable (if timed right of course). This can then be easily linked into a combo, notably {{d}} + {{hp}} (unblockable), RP, HSF. | |||
Standard setup for unblockable in the corner: Launch, sj.LP, sj.LP, sj.HP Rocket Punch, (delay) sj.HP, sj.HK. If timed right, this should cause a forced roll and set up a chance for the unblockable (HK should just barely hit as you land). | |||
Latest revision as of 00:39, 5 October 2024
General Tactics
Roundstart
Neutral
Flight
Fast Fly
Normally when you enter into Fly mode, there is a (vulnerable) pause for activation. However, you can can cancel this and immediately get the ability to attack, defend, etc. To do this, after you fly return to neutral, then select a direction and press an attack button.
Easy fast fly combo: jump in >
, jump up
>
, fastfly
>
xx Rocket Punch. (7hits)
Unfly
Normally when you end fly mode you can't attack nor block(!). To get unfly mode you need to get hit in the air by any non-knockdown move. You then enter into unfly mode (until you normal jump or use it 5-7 times). This is extremely useful for fast stomping.
Team positioning
Point
Mid
Anchor
Picking Teammates
Advanced Strategy
The Unblockable
+
is unblockable under certain conditions. The crouching laser is a 2 hit move and the last few frames of the move are lacking the correct guard triggers. That means the attack will be unblockable if and only if you hit late on those last frames. If you hit the opponent with any earlier parts of the move (ie they are already in block stun) or there is another move on screen for them to block,
+
will be blocked as normal.
Some common situations to land this are incoming opponents from a snap/death, opponents getting up from knockdown, or opponents falling down from either jumping or after getting hit by Captain Commando AAA. The scenario where opponents are getting up is the best way to guarantee the unblockable (if timed right of course). This can then be easily linked into a combo, notably +
(unblockable), RP, HSF.
Standard setup for unblockable in the corner: Launch, sj.LP, sj.LP, sj.HP Rocket Punch, (delay) sj.HP, sj.HK. If timed right, this should cause a forced roll and set up a chance for the unblockable (HK should just barely hit as you land).