Line 342: | Line 342: | ||
| f/blk adv = -4 | | f/blk adv = -4 | ||
| cost = 1 OFF | | cost = 1 OFF | ||
| description = Normal Regen Rate (10 seconds) | | description = Normal Regen Rate (10 seconds). Cannot amplify if Slide is blocked. Opponent can Breakaway from Slide before the Amplify catches them. Use if you need the side switch or badly need the extra damage/Krushing Blow. | ||
* '''KRUSHING BLOW''': "Triggers on the THIRD AMPLIFIED Slide to hit." | * '''KRUSHING BLOW''': "Triggers on the THIRD AMPLIFIED Slide to hit." | ||
** ''With Krushing Blow Held Check set to ON, this activates at the player's discretion after previously landing at least two successful amplified Slides.'' | ** ''With Krushing Blow Held Check set to ON, this activates at the player's discretion after previously landing at least two successful amplified Slides.'' |
Revision as of 21:14, 11 May 2021
Introduction
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Playstyle
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PictureHereSoon | |
Pros | Cons |
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Movelist
Normals and Strings
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 8 | 2 | 15 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
11 | 6 | 0 | 0 | - | |||||||
Use for jailing, very good for staggering. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 04.50 / 0.45 | Mid | 9 | 2 | 20 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
13 | 18 | 0 | 0 | - | |||||||
Good auto shimmy, the mid will catch ducking opponents who were expecting a throw from the similar animation. The window to input the 2 here can be pretty tight. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 10.50 / 1.05 | Mid | 15 | 2 | 39 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 30 | -4 | -4 | - | |||||||
Causes knockdown, cannot be special cancelled. Extra safe on block with the added pushback if you need some space. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 4.50 / 0.45 | High | 14 | 3 | 26 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
17 | 6 | -2 | -2 | - | |||||||
Far reaching poke with good forward momentum. Good tool for whiff punishing or safely getting in. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 04.50 / 0.45 | Mid | 22 | 4 | 22 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
27 | 10 | -4 | -4 | - | |||||||
A solid mid to follow up the high, you only normally stop here for staggering on block. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | Mid | 14 | 3 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
18 | 18 | -7 | -7 | - | |||||||
Causes knockdown, can be special cancelled. On hit during a combo this can be followed up with Slide ender. Can only be punished if the opponent has a 6-frame reversal, which many don't. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | Mid | 6 | 2 | 18 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
17 | 13 | -6 | -6 | - | |||||||
Cannot be canceled into special moves if Flawless Blocked. It's a 6-frame jab that allows you to punish and challenge pressure in ways most of the kast aren't able to. Jail into your high starters if you get a hit with this attack. |
Jump and Hop Attacks
All Jump attacks are mid attack earlier into their arc and then become overhead attacks later on into the jump.
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | Mid/Overhead | 12 | 5 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
46 | -1 | -13 | -13 | - | |||||||
Can hit the opponent earlier into the jump due to lower angle of the attack's hitbox. Used less often because of the slower startup frames and doing less damage than J2. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 7.50 / 0.75 | Mid/Overhead | 6 | 6 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
41 | 9 | -8 | -13 | - | |||||||
More horizontal hitbox and faster startup makes for a good air-to-air attack. Does more damage which makes this the more popular jump-in attack for Ice Ball combos. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 10.35 / 1.35 | Mid/Overhead | 10 | 6 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
45 | 23 | -8 | -13 | - | |||||||
More horizontal hitbox and faster startup makes for a good air-to-air attack. Does more damage which makes this the more popular jump-in attack for Ice Ball combos. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 10.35 / 1.35 | Overhead | 10 | 3 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 29 | -12 | -17 | - | |||||||
Reaches farther than U3/U4 and is the more popular of the two Hop Attacks. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
90.00 / 10.35 / 1.35 | Overhead | 10 | 3 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 29 | -12 | -17 | - | |||||||
Much shorter in reach than U1/U2 and is less commonly used as a result. |
Special Moves and Kustom Abilities
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
N/A / 16.20 / 0.30 | High | 28 | N/A | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 104 | -16 | -16 | - | |||||||
Does 45.00 damage if opponent was frozen already during the combo, first hit does 00.00 damage but stuns the opponent for a combo extension. Cannot be amplified without the Deep Freeze kustom ability. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
50.00 / 16.25 / 1.62 | Mid | 6 | N/A | N/A | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 110 | -15 | -15 | 1 OFF | |||||||
Normal Regen Rate (10 seconds). Does damage while stunning, turns into a mid projectile that destroys the opponent's projectile. Great counter-zoning tool and allows you to hit-confirm from Forward2 as well. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
70.00 / 18.75 / 1.87 | Low | 11 | 14 | 30 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
22 | 29 | -20 | -20 | - | |||||||
A very fast, unreachable forward moving attack that lets you whiff from far away. Great for checking movement and going under projectiles and high attacks. It is unsafe on block so don't be too reckless. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
146.00 / N/A / N/A | Mid | 13 | 5 | 36 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
N/A | 9 | -4 | -4 | 1 OFF | |||||||
Normal Regen Rate (10 seconds). Cannot amplify if Slide is blocked. Opponent can Breakaway from Slide before the Amplify catches them. Use if you need the side switch or badly need the extra damage/Krushing Blow.
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