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Lethal league blaze grab
Lethal league blaze grab











  • Up Air: Twirls his cane upwards like a helicopter blade.
  • Forward Air: Does a quick cane spin which can trap opponents, then slams downwards which can spike at the front of the cane.
  • Neutral Air: Spins his cane around quickly, covering his whole body.
  • Up Tilt: Fast cane swipe above his head.
  • Down Tilt: A quick, breakdance-like spin with his legs.
  • Forward Tilt: A quick upwards bunt with low power that sends straight up, but can send forward or down if angled.
  • Stage Getup Attack: While hanging off of the stage using his cane, he pulls himself up, grabs the ledge with his hand, and wacks his cane forward.
  • Getup Attack: Candyman sticks his cane down and spins around it until he gets off of the ground.
  • Dash Attack: Candyman does a split and slides along the ground, hitting both sides of him at once.
  • Rapid Jab is a fast twirl of his cane, similar to Pit's.
  • Jab: A quick forwards stab with his cane, which leads to a hit on the head, and finally a backhanded swipe.
  • When it reaches 4 bars, he gets access to some special abilities, but getting hit will reset the meter.

    lethal league blaze grab

    Special Mechanics: Has a meter above his percentage which fills by 1 bar each time he hits something.Has a faster than average run/walk speed, and a very high air speed and acceleration. Very floaty, with jumps that go super high. Movement: Light, around the same as Mewtwo.Overview: An agile, very unique and crazy character with alot of very weird knockback angles that are tricky to memorize, and good range due to his cane.

    lethal league blaze grab

    #Lethal league blaze grab full

    In Low speeds, getting a parry and thus hitting your opponent but not killing means he can do it again due to how a succesfull parry gives you full meter. It is an absolutely amazing mixup with dice that I theorised in Lethal League 1, but parrying worked differently there so it was not as viable. Most of the time, they MUST respond or WANT to respond. If you dont challenge this Raw Parry, a fundemental Dice will let the ball just fly trough in anticipation of the super angle being tricky enough.ĭices super making the ball fly out of his paddle before the end of hitlag induces reflexes on the opponent. Letting dice hit the ball is a good counter, but that is only assumed if he hits it at all. It is simply best to try and stay away from Dice when he has his super.

    lethal league blaze grab

    But if the dice player catches on, he can raw hit the ball and NOT parry, which results in a death for you once again. The way parrying works is simple, once you have parried someone, the hitlag will reduce itself for release, a Raw parry like this is then viable.Įither be far away from Dice, target the ball from its first bounce instead of its launch, or grab the ball instead.

    lethal league blaze grab

    This catches them and thus, with high speed, it kills them. Most opponent will either try to bunt, or swing. As the super does its thing, you get close to the opponent and pre-swing to get the ball first and hold bunt to instantly parry when you do hit the ball. With super, from almost any range, you can get the ball to slide along the walls (Or not) and have the ball bounce towards the enemy. Dice is the best one in my oppinion to be able to do this the most consistently, mostly because it hinges on that your opponent knows where it will go and you getting to it before them. Note: this tech is advanced and works on people who know and anticipate Dices Super and the angles it provides.Ī simple but elusive tech that catches a heck ton of people. With Dices special, you can predictably get the opponent to fall for a raw Parry.











    Lethal league blaze grab