Line 182: | Line 182: | ||
|active=12 | |active=12 | ||
|recovery=0 | |recovery=0 | ||
|advantage=-3 / | |advantage=-3 / +17 | ||
|damage=4 | |damage=4 | ||
|range=5.5 | |range=5.5 | ||
Line 258: | Line 258: | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name=Flame Puff From Crouch | ||
|linkname= | |linkname= | ||
|input={{TKin|i=l2+2}} | |input={{TKin|i=l2+2}} | ||
|data= | |data= | ||
{{AttackData-TK | {{AttackData-TK | ||
|hit=[[File:.png]] | |hit=[[File:Low.png]] | ||
|startup= | |startup=11 | ||
|active= | |active=15 | ||
|recovery= | |recovery=0 | ||
|damage= | |advantage=-8 / +47 ({{Tooltip | text=+5 | hovertext=How much advantage you get against a player with perfect mashing.}}) | ||
|range= | |damage=4 | ||
|property= | |range=3.8 | ||
|property=[[File:Dzzy.png]] | |||
|stance= | |stance= | ||
|description=Description needed.}} | |description=Description needed.}} | ||
Line 277: | Line 278: | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name=Running Flames | ||
|linkname= | |linkname= | ||
|input={{TKin|i=f|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1}}/{{TKin|i=2}} | |input={{TKin|i=f|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1}}/{{TKin|i=2}} | ||
|data= | |data= | ||
{{AttackData-TK | {{AttackData-TK | ||
|hit=[[File:.png]] | |hit=[[File:Mid.png]] | ||
|startup= | |startup=14 | ||
|active= | |active=7 | ||
|recovery= | |recovery=20 | ||
|damage= | |advantage=-20 / +22 | ||
|range= | |damage=10 | ||
|property= | |range=14.7 | ||
|property=[[File:Hardknockdown.png]] | |||
|stance= | |stance= | ||
|description=Description needed.}} | |description=Description needed.}} |
Revision as of 19:42, 6 August 2023
Overview
Cain is the only zoner of the cast, with a lot of his attacks having extremely disjointed hurtboxes or are projectile attacks. Incinerator (
) in particular has such a long hitbox that even if opponents high counter it, they'll be too far away to actually hit you with their body slam.
On top of his zoning game, Cain's juggles are unmatched for a character without access to a super juggle. Both your punish combos and your mixup-combos lead to a juggle, which can be optimized to bag over 50% damage without the aid of the corner.
His combos often consist of one special move after another, stringing together into massive damage. However stringing several special moves together (especially ones that require a lot of back-forward, quarter circle, and half circle inputs in a row) can be difficult and frustrating to time correctly.
At a glance: | |
Pros | Cons |
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Move List
Front Punch
Back Punch
Front Kick
Back Kick
Grabs / Misc Moves
Hit | Startup | Active | Recovery | Adv. (Block / Hit) | Damage | Range | Property | Stance | |
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File:.png | - | - | - | {{{advantage}}} | - | - | - | - | |
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Hit | Startup | Active | Recovery | Adv. (Block / Hit) | Damage | Range | Property | Stance | |
---|---|---|---|---|---|---|---|---|---|
File:.png | - | - | - | {{{advantage}}} | - | - | - | - | |
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Hit | Startup | Active | Recovery | Adv. (Block / Hit) | Damage | Range | Property | Stance | |
---|---|---|---|---|---|---|---|---|---|
File:.png | - | - | - | {{{advantage}}} | - | - | - | - | |
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Hit | Startup | Active | Recovery | Adv. (Block / Hit) | Damage | Range | Property | Stance | |
---|---|---|---|---|---|---|---|---|---|
File:.png | - | - | - | {{{advantage}}} | - | - | - | - | |
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Hit | Startup | Active | Recovery | Adv. (Block / Hit) | Damage | Range | Property | Stance | |
---|---|---|---|---|---|---|---|---|---|
File:.png | - | - | - | {{{advantage}}} | - | - | - | - | |
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