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== System (Input) == | == System (Input) == | ||
===Dash === | |||
*'''66: Dash'''<br> | |||
:either holding 6 or 3 continues dashing. 3 is particularly interesting for characters with a [2],8 charge special move, since the 3 motion can be used to charge while dashing. | |||
:Dashes have 5F recovery that can be cancelled into attacks, special moves, rolls & front jumps. | |||
:Cancelling a dash into backjump does not work, the recovery comes into effect | |||
===Backdash=== | |||
*'''44: Backdash (バックステップ)'''<br> | |||
:Airborne on the 1st Frame and can therefore be used as a reversal - the player will still get hit, but flip out of a potential combo. | |||
===Jumps=== | |||
'''Normal Jump''' | |||
'''Super Jump''' | |||
'''Small Jump''' | |||
'''Hyer Hop''' | |||
===Throws=== | ===Throws=== | ||
*'''6/4+C/D: Throw''' | *'''6/4+C/D: Throw''' | ||
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:''Costs 1 Shift Stock''<br> | :''Costs 1 Shift Stock''<br> | ||
:Certain Special Moves can be super cancelled. The same rule applies to certain Supers: some can be dream cancelled into the leader's LDM. | :Certain Special Moves can be super cancelled. The same rule applies to certain Supers: some can be dream cancelled into the leader's LDM. | ||
== System (Gauges) == | == System (Gauges) == |
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