![]() ![]() This gives the player a better idea of where and when attacks will hit. The Show Hitboxes setting visually displays the area of an attack which will damage an opponent. An orange flash indicates that cooldown is over.A blue flash indicates that recovery time is over.If no purple text appears, this means there is no dodge window and the combo is a true combo.Īdditionally, the player will flash certain colors after attacks with this setting enabled: If more than one attack is performed in a row on the bot, purple text will appear above showing the dodge window - this is the amount of frames where your opponent can dodge out of your combo. When attacked, the bot will shine blue to indicate it is stunned. The Show Stun setting gives visual indication on dodge windows in combos and attack stats. The amount of damage done per attack is shown above the legend's head in yellow, and after a combo the amount of hits and total damage will be shown in blue. This setting is useful to see how much damage you can get out of a combo. Toggling the Show Damage setting allows the player to see exact damage numbers for a single attack or a string of them that occur in a short period of time. This section also allows the Player to instantly give the legend either of their two weapons or an item using the two options beneath it. Changing legends can be useful in that the Player can train multiple characters without having to leave and rejoin the same map. The Player Settings gives the ability to change the legend/weapon, show Damage, Stun, Hitboxes, Hurtboxes, and toggle Item Spawning. In Standard Training, there are two sections in the menu: Player Settings and Bot Settings. There may be true combos with higher dex characters in the future.Standard Training Player Settings The axe has no true combos, you can get a decent setup off of a side light and down light and follow up with either a dair or sair. Guns have no true combos, you can get a good setup off of a neutral light or dair close to the ground and follow up with a side light or sair. However at orange health and above characters fall out before the last hit connects. The Katar DAir is a little buggy due to how the last hitbox is what does the most damage. ![]() Only works on white-orange health characters.ĭown Light into SAir - Requires 4-5 dex or higher.ĭAir into ground lights - Good for keeping up pressureĪll katar combos only work at white-yellow health. Lord Vraxx Side Light into Neutral Signature - Best damage for lord Vraxx. Scarlet Side Light into Neutral Signature - Good for kills Side Light into Recovery - Great for kills. Otherwise it could deal 20-30 if used sloppy. ![]() Side Light into Dair - I think this one might be bugged, if you hit in the sweet spot between two hit boxes you can do double damage and deal 60+ damage. Side Light into SAir - Good for pushing opponent into edge guard situations Side Light into NAir - Great damage, most reliable. Stamp into drop into Recovery - I don't know if this is useful because it only works at white-yellow health, but might have some interesting applications Stamp into Lasso/Hammergrab - Really easy because it doesn't require precise jump timing Stamp into NAir - Great for kills, damage, and setting up a vertical position Stamp into SAir - Great for kills and damage Stamp into Scoop - Works at white-orange health, sets up a vertical position Great for kills.ĭown Light into SAir - Best for racking up damage and keeping up pressure at non red health.ĭown Light into Recovery - Great for kills at red healthĭown Light into NAir - Great for roof carries and getting kills at orange-red healthĭown Light into DAir - Can knock opponents into edge guard situations (Thank you Tybo!) Slide into SAir - must be dex 5 or above. Wouldn't recommend doing it into the ground because dive kicks are punishable at white-orange health Slide into Divekick - Good for pushing people into edge guard situations. Slide into Uppercut - Great kill move at red health Dex 3 characters are currently bugged with NAir as the last hit is dodge escapable and will probably be fixed next patch. Slide into NAir - Really good because every character can do it. If there is anything i may have missed please let me know. Some characters have more combos than others due to all these aspects. The higher a characters strength, the harder certain combos become at higher damage values, due to the characters being launched further away. Due to the way dex works, you recover from your moves earlier if your dex is higher, meaning high dex character have more combo potential and require less strict input timing. Please note these are true combos, there are allot of setups/sequences which give you a big frame advantage however allot of them are dodge escapable (katars come to mind). Here's big list of all the combos i could find in the game as of patch 1.8.6. ![]()
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