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:The active character immediately jumps out and the 2nd or 3rd character jumps in | :The active character immediately jumps out and the 2nd or 3rd character jumps in | ||
:An air attack can be added while the 2nd or 3rd character jumps in | :An air attack can be added while the 2nd or 3rd character jumps in | ||
: | :4F Landing recovery, 10F for Duck King, K' & Shion | ||
:Landing recovery can be cut in several ways, please see "Advanced System Mechanics" | |||
:If not doing an air attack that connects, it is possible to land behind opponents depending on which character you shift in (character specific, see further below for a list). | :If not doing an air attack that connects, it is possible to land behind opponents depending on which character you shift in (character specific, see further below for a list). | ||
:It is possible to crossup opponents in the corner when using Quick Shift (see further below). | :It is possible to crossup opponents in the corner when using Quick Shift (see further below). |
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