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=== Normal Moves === | === Normal Moves === | ||
'''Air Dash''': 2P or F,F in air. After a coil, you can air dash again, and coil again, even in Normal Jump mode (and you gain 2 normal attacks again. SJ [Coil,(recall),Air Dash] x N can be used to pester the opponent from above or stall for time/meter, especially on breaking floor stages. | |||
'''Taunt''': mk, lp, down, lk, mp - builds meter, can cancel normals but the taunt itself lasts too long | '''Taunt''': mk, lp, down, lk, mp - builds meter, can cancel normals but the taunt itself lasts too long | ||
=== Special Moves === | === Special Moves === | ||
'''Omega Strike ''' - D,DF,F+K<br> | |||
--Back + any Kick to recall, Down + any Kick to cancel where you are. If near a wall, the wall will cancel it as if you had hit Down+Kick.<br> | |||
--LK: Travels across the ground, has the longest D+K recovery because Omega lands on the ground, but still useful for combos, esspecially as a dizzying hit.<br> | |||
--MK: Travels diagonally up, possibly most useful for combos. <br> | |||
--HK: Travels straight up, combo uses seem very limited.<br> | |||
--Strikes that end in the air leave you in normal jump mode.<br> | |||
=== Super Attacks === | === Super Attacks === |
Revision as of 21:26, 24 November 2006
Introduction/Summary
Ground Chain: Punch to Kick (any)
Normal Jump Chain: Punch to Kick (any)
Super Jump Chain: Zig Zag 1
Tech hit type: Escape/Safe Fall
Weight Class: Heavy
Pushback Factor: (TBA)
Stamina Rank: 4th (TBC)
Moves List
Normal Moves
Air Dash: 2P or F,F in air. After a coil, you can air dash again, and coil again, even in Normal Jump mode (and you gain 2 normal attacks again. SJ [Coil,(recall),Air Dash] x N can be used to pester the opponent from above or stall for time/meter, especially on breaking floor stages.
Taunt: mk, lp, down, lk, mp - builds meter, can cancel normals but the taunt itself lasts too long
Special Moves
Omega Strike - D,DF,F+K
--Back + any Kick to recall, Down + any Kick to cancel where you are. If near a wall, the wall will cancel it as if you had hit Down+Kick.
--LK: Travels across the ground, has the longest D+K recovery because Omega lands on the ground, but still useful for combos, esspecially as a dizzying hit.
--MK: Travels diagonally up, possibly most useful for combos.
--HK: Travels straight up, combo uses seem very limited.
--Strikes that end in the air leave you in normal jump mode.