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7-2-0 |
Reach: 97px |
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A light punch of excellence. Also nicknammed "The haircut", it's safe, fast, has good range, and being very versitile. Also useful as an anti-air. It's a move hard to find faults in, despite being low damaging. |
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11-9-6 |
Reach: 121px |
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A great defensive move, for being safe and very far reaching. Not only good as an anti-air, but also good to spam while standing on guard, waiting for your opponent to approach. Many characters have trouble getting through it. |
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6-17-2 |
Reach: 65px | 105px | 105px |
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Both unblockable and capable of triple hitting. While a comittal move, its descending swipe makes it capable of hitting multiple types of approaches. You may need this against Adon, mixing-up with MP. |
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4-9-5 |
Reach: 121px |
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One of the most dangerous moves in the game. It may not look like much, but if you know how to string with it, you can stun-lock almost the entire cast, working essentially as a touch of death. It, however, is comittal, and easy to counter on miss due to it stepping forward. So use when you know you can start the string. |
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8-17-5 |
Reach: 105px |
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While committal, it is also rewarding. The damage output is very high, and can some times multi-hit, making your opponent poof imedietally. |
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45-?-? |
Reach: 97px |
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Yes. It phases through the floor, and then pops back up. Been used for tricking the opponent, if you jump on to the other side of the opponent, then use this, could create an unexpected mind game. |
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48-9-10 |
Reach: 97px |
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Could be for mixing up, could be for baiting, or could be for a trap. It's slow and clunky to use like the other aerials. |
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36-7-7 |
Reach: 97px |
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Could be useful for approaching if your opponent is in panic. It's not very good due to it being rather slow, but it at least goes high, and is highly damaging. So... Use wisely. |
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