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Lethal league candyman stage
Lethal league candyman stage











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#Lethal league candyman stage simulator

Tinker around with metaphist’s angle simulator [and see how their angles interact with different stages. The angles a characters has are the base tool set you have to work with and understand.

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Some angles are identical between characters, and others only differ by a few degrees. Everybody has different angles, with a few exceptions. With that in mind, your understanding of angles will factor heavily into the outcome of a match. Much like the first game, this game is about hitting the ball. This can be circumvented by spiking the ball (resetting the decay) or if the opponent hits the ball.

  • Ball Speed Decay: Whilst there is still ball speed increase, it now decays the more you hit it consecutively.
  • This can be used to threaten low health opponents by running at them, help deter serve guarding, and set up more convenient serves.
  • Serves: When the ball spawns following a lost stock it will fall in the middle and after a very short delay will follow the server where they move and position itself to be hit no matter what opening they choose.
  • Jump Charges: Whilst charging a neutral hit, you can now jump with appropriate directional input and floating.
  • Sliding Bunts and Grabs: Expanding on the sliding swing mechanic from LL1, Blaze adds this to bunts and grabs, use at your own discretion, be it for quick re-positioning or sneaky steals.
  • You can not change your orientation unless you use a second jump with a directional input, or pressing up+direction+swing/bunt (grab or smash do not require an up input to turn) to instantly turn and perform the relevant action. In the air your jumps are a little more committal. You can, however, cancel this turn lag with any input, be it grab, swing or bunt.
  • Invested Turns: So in Blaze when you attempt to turn there is a 4 frame turn animation whilst grounded.
  • Double Jumps: Every character now has one extra jump, which means they have a wealth more options in both coverage and combo tools.
  • The trade off is that if you attempt to grab an unparried ball you will be grab denied and put in a state similar to parrystun.

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    The resulting special animation gives a free hit on the parrying opponent. Whilst bunts, swings, and spikes get stuffed by parries, grabs bypass them and take the ball. Whilst semi useful as a timing mixup, its main purpose is to counter parries. Grabs: A new action that allows you to literally a grab a ball (with 4 frame startup) and throw it forward, backward, or downward.Before you get all hold heavy on your parries the next mechanic might change your mind.

    lethal league candyman stage

    You can continue to hold a parry for hitlag’s entire duration, extending it up to 22 percent. Parry extension: When you parry there is minimum duration it remains active (24 frames) that extends the hitlag and parry.The risk of this method is upon missing the ball, you perform the entire taunt animation and are vulnerable for the duration. – Getup attack: You perform a getup taunt with a huge catch hitbox where if the ball is in the vicinity as you get up, the ball is given to you as if you were serving it. – Bunt getup: You get up with an invulnerable bunt. – Neutral getup: You get up slowly with some invulnerability, but cannot actively swing for some frames. After a knockdown, you have three options to use on getup: Getup: Taking damage to your health will either make you flinch, or knock you down if the ball is >30 speed.You have 120hp, and damage taken is 1:1 to ball speed, at a minimum of 30 damage taken. Health: Whilst Blaze still maintains its stocks format in matches, there is now a health mechanic to alleviate the old instant losses to low ball speed shenanigans.If you do not want to accidentally fast fall whilst spiking, hold jump.

    #Lethal league candyman stage full

    They can be used both offensively and defensively, thanks to the unique hitbox and the three angle options that rarely allow for full coverage.

    lethal league candyman stage

    Spike has its own set of angles that differ greatly per character, but share the characteristics of one straight down angle, and angles that go forwards or backwards relative to the orientation of the character. Spikes: A new swing attack that has a hitbox beneath you, performed by pressing down and swing.So if you’re coming over from LL1 there’s a few core mechanic differences between both games: Mecha Soul’s compact image showing hitbox/hurtbox of doombox and dice Metaphist’s fantastic angle simulator [(which I will be pulling a lot of displayed information from) Ok before we dive into fundamentals and improving yourself at Blaze, I’d like to shout out a couple resources that will help you get a better understanding of what I’ll be covering: Following our totes widely acclaimed guide for Lethal League 1, this guide will attempt to improve your fundamentals being positioning, opponent awareness, coverage and character knowledge.













    Lethal league candyman stage