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Lethal league candyman pfp4/19/2023 You can't cancel out of anything, with two exceptions. The spec for each character is very unique and can shift the motion of the game, though some are arguably more useful than others. This will use your meter instantly, so if your opponent thinks you're going to use your spec, it may be wise to parry instead to kill them. When you have 4 meter, pressing the swing button during hitlag will activate your spec. Parrying uses up all of your meter, but because you get 1 meter from hitting the ball, you can always parry every hit. When you bunt the ball, you gain 0 meter, but if you hit the bunted ball, you gain 2 meter. Charges that are set up to catch the ball after hitlag can be cancelled via clashes. Hitting the ball with a charged shot will double its speed and have bunt-like hitlag. You can move left/right in the air while charging, and you can turn around on the ground, but you can't do both of those things at once. If you hold the swing button after doing a neutral, you'll build up a charge. Smashes have a characteristically long hitlag because of this, but the hitlag caps after a certain speed, so they don't always have more hitlag than neutrals. Because of this, if you smash a 50 speed ball, the hitlag will be as if the ball was moving at 100 speed. The speed is doubled the moment you smash the ball, and the hitlag is calculated afterwards. Smashes double the speed of the ball, but send the ball at a predetermined angle depending on your character, so they're very easy to predict. It doesn't matter which hitbox you hit the ball with, unless you're playing Switch, but Switch is a weird character so I won't get into his spec. Smashes have a frontal and an upper hitbox, both of which become active at separate times. If you jump and hold forward/down while swinging, you'll do a smash instead. The guy who set up our tourney at combo breaker almost disabled ball tagging. You can disable tagging in the options but it's stupid. You can also hit the ball into a corner and survive, because the ball will be tagged to your team and it won't kill you. Because of this, your opponent absolutely must hit the ball if it comes towards them, or they die. The last person to hit the ball tags the ball, which means that the ball can't kill them. You can only parry during hitlag, so you have a few frames to parry at the standard ball speed, which is 8. This is to prevent people from stealing the ball right out of hitlag. If your opponent hits the parry, they'll be stunned for a short period of time. You can bunt during hitlag if you're the one frozen to create a blue shield around the ball, which is called a parry. The higher the ball's speed is, the longer the hitlag. You can't move, the ball can't move, and the ball can't be stolen during this time. When you hit the ball, time stops for everyone but your opponent. Bunting also reduces the ball's speed by 2-3. ![]() Hitting a bunted ball induces reduced hitlag. Hitting it will give you 2 meter instead of 1, but your opponent can steal it for their own meter. If you bunt at the ball, it'll set it to a certain speed and make it obey gravity. ![]() Neutrals can be activated instantly (no startup frames), but they have active frames and recovery frames, so if you just spam the swing button you're bound to die eventually. Neutrals also increase the ball's speed by 1. Hitting the ball with a raw neutral will give you 1 meter. ![]() Candyman, for example, sends the ball almost straight down when he smashes (~80 degrees), while Dice sends it at a much shallower angle (~25-35 degrees). The angle of the ball set by these attacks depends upon the character who hit the ball. If you hit the ball with a d-neutral, it'll go down, if you hit it with a neutral/straight, it'll go straight, if you hit it with an up neutral, it'll go up, and if you smash it, it'll go down. An up angle will always be the same no matter if you're grounded or in the air, so we don't use separate terminology for that. ![]() The same occurs if you hold up while swinging, except the swing becomes an up-neutral. If you're in the air, it becomes a d-air. If you hold down while swinging, it becomes a d-neutral, and if you're on the ground, then it becomes a d-ground. If you swing at the ball, it'll send it straight by default.
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