Flying can still be cancelled into superdash, as well as a special airdash that warps Zamasu forward and can pass through the opponent.You can use tiger knee motion ( 2147S) to take advantage of this. Aerial flight keeps you in place and starts up 9f faster.Grounded flight puts you at a set height in the air.Assists will not begin cooldown until your flight ends.Attacking or blocking will end the flight.You can move around while doing attacks during flight.Buttons will now give you special attacks without having to manually input them.The single most important tool in his arsenal. Orbs will shoot out twice, first wave on frame 126, the second on frame 216.Ĭan allow for unique combo extensions, especially when used in conjunction with flight combos.Use 2H to beat fuzzy jump and mash if the opponent knows about this.Įven slower than L version, useful for tricky mixups after an assist has been called or extending your turn after a longer solo blockstring. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50 but can be fuzzy jumped. Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. Slow startup but whiff cancelable into Heaven's Flash.ĥL > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo.The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.
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