Plasma Sword/Zelkin: Difference between revisions

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* '''Attack Before The Round:''' Because Zelkin's flight has a hitbox, he's allowed to hit the enemy before the round starts if they aren't blocking.
* '''Attack Before The Round:''' Because Zelkin's flight has a hitbox, he's allowed to hit the enemy before the round starts if they aren't blocking.
| cons=
| cons=
* '''High Execution:'''  Even sub-optimal Zelkin combos requires flight cancelling to be effective, and messing up any angle on air dashes can leave Zelkin open for a combo.
* '''High Execution:'''  Even sub-optimal Zelkin combos require flight cancelling to be effective, and messing up any angle on air dashes can leave Zelkin open for a combo.
* '''Polarized Range:''' Zelkin is best at close range, and though getting in isn't the hardest thing in the world for a character with an air dash at his disposal, it does mean that characters that do a decent job of keeping him out or simply out-footsieing him can give him a bit of trouble.
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===Default VS Mirror===
===Default VS Mirror===

Revision as of 10:58, 23 June 2024

Introduction

Story

Overview

(Insert brief description about character and how they play, other details)

Strengths Weaknesses
  • Air Maneuverability: Zelkin can air stall, air dash, and has strong air-to-air normals in the form of an extremely active j.K and a strong late j.A hitbox.
  • Attack Before The Round: Because Zelkin's flight has a hitbox, he's allowed to hit the enemy before the round starts if they aren't blocking.
  • High Execution: Even sub-optimal Zelkin combos require flight cancelling to be effective, and messing up any angle on air dashes can leave Zelkin open for a combo.
  • Polarized Range: Zelkin is best at close range, and though getting in isn't the hardest thing in the world for a character with an air dash at his disposal, it does mean that characters that do a decent job of keeping him out or simply out-footsieing him can give him a bit of trouble.

Default VS Mirror