623A
|
Startup
|
Active
|
Recovery
|
Base Damage
|
Stand Damage
|
10
|
Until ceiling (Bullet) Until ground (Glass)
|
32 Total
|
12 (Bullet) 3 (Glass)
|
0 (Bullet) 6 (Glass)
|
Guard
|
Hit Adv.
|
Block Adv.
|
Pushblock Adv.
|
Cancel Options
|
Mid (Bullet) High (Glass)
|
varies
|
varies
|
varies
|
-
|
Additional Info
Invulnerability
|
Triggers IPS
|
Triggers scaling
|
Meter on whiff
|
Meter on hit
|
-
|
-
|
-
|
-
|
-
|
623B/C
Startup
Active
Recovery
Base Damage
Stand Damage
12
Until ceiling (Bullet) Until ground (Glass)
33 Total
12 (Bullet) 3 (Glass)
0 (Bullet) 6 (Glass)
Guard
Hit Adv.
Block Adv.
Pushblock Adv.
Cancel Options
Mid (Bullet) High (Glass)
varies
varies
varies
-
Fires an upwards shot, which creates a shower of falling glass upon hitting the ceiling.
While it can be used as a solid antiair and techchase tool, it really starts to shine when used in combination with your other projectiles, since the recovery allows Hoingo to move shortly after the glass spawns. The shards hit high, making it a key part of your strongest setups.
While the A version is a rare techchase and antiair option at best, the B and C versions are really good ways to encourage your opponent to move in certain ways. The B version is the one you'll be using most in setups and when punishing moves like DIO's teleports. The C version is a good way to cover a large part of the screen provided you get the move out safely, and the glass falls at the perfect spot to setup unblockables against roll-happy opponents and ones knocked down by Truck.
Additional Info
Invulnerability
|
Triggers IPS
|
Triggers scaling
|
Meter on whiff
|
Meter on hit
|
-
|
-
|
-
|
-
|
-
|