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omf2097:chronos [2022/01/31 09:55] – external edit 127.0.0.1 | omf2097:chronos [2025/02/15 17:03] (current) – [Upgrades] joneirik | ||
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* Nicoli : World Championship | * Nicoli : World Championship | ||
* Bethany : World Championship | * Bethany : World Championship | ||
+ | |||
+ | === Hypermode === | ||
+ | |||
+ | * Controllable Stasis Activators | ||
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b+K: Roundhouse. Chronos does a forward-moving kick that hits once on the way | b+K: Roundhouse. Chronos does a forward-moving kick that hits once on the way | ||
up and once on the way down. The two hits are a natural combo, and it juggles, | up and once on the way down. The two hits are a natural combo, and it juggles, | ||
- | meaning you can tack on a lot of damage. Did I men Ice: hcb+K during 2nd hit | + | meaning you can tack on a lot of damage. |
- | + | ||
- | #1: Heavy KD that can be blocked only if the opponent is already blocking; | + | |
- | | + | |
- | + | ||
- | Notes: The Swinging Chains can be controlled with the joystick in Hyper Mode or | + | |
- | with the 1st enhancement. The 2nd enhancement makes the Shadow Charging Punch | + | |
- | faster. The opponent recovers stun normally while being hit by a throw. | + | |
- | + | ||
- | Stats: | + | |
- | Forward Speed: 4.4 | + | |
- | Back Speed: 3.4 | + | |
- | Jump Speed: 12.3 | + | |
- | Fall Speed: 0.9 | + | |
- | Armor: 105 | + | |
- | Stun Res: 27.5 | + | |
- | + | ||
- | ----------- | + | |
- | + | ||
- | ===3. MOVE DETAILS=== | + | |
- | + | ||
- | Normal Moves | + | |
- | + | ||
- | P: Jab. Flail has a really tiny, gimpy jab that chains into and out of plenty | + | |
- | of useful moves but is just too small to hit anyone unless you're so close that | + | |
- | df+P would work anyway. If you're in range, feel free, it hits mid and it's | + | |
- | totally safe. Use in combos. | + | |
- | + | ||
- | b+P: Fierce. Flail rotates his massive torso and sticks one arm way out. It's | + | |
- | fast, does decent damage, hits mid, and has range most bots would die for, | + | |
- | making it useful even though its range is outclassed by a lot of Flail' | + | |
- | moves. While it hits mid, it tends to lose to slide kicks (Flail' | + | |
- | enemy), so use mainly when your other ranged moves are getting too unsafe or | + | |
- | predictable. | + | |
- | + | ||
- | f+K: Short. Flail flicks one chain forward. Doesn' | + | |
- | quite slow, but the priority is good. I have yet to see a use for this move | + | |
- | other than tick throwing. Maybe you can try it against things that tend to beat | + | |
- | low short. | + | |
- | + | ||
- | K: Forward. Flail flicks his back chain forward more slowly and a little | + | |
- | farther. Good in air combos, or for making the opponent nervous, since it | + | |
- | recovers more quickly than it looks. Of course, for moves that hit high, you | + | |
- | have better options, many of them. | + | |
- | + | ||
- | b+K: Roundhouse. Flail swings one chain straight out in a big loop. Hits high, | + | |
- | extremely slow (it may not even combo after a jump-in, that's how slow), chains | + | |
- | into a lot of things but may not combo (b+K,df+P is particularly useful), but | + | |
- | does good damage and has lots of priority and hits even on the way back. If | + | |
- | Spinning Chains weren' | + | |
- | but as is, it's just a high attack to stuff people who jump in the wrong area. | + | |
- | + | ||
- | Crouching Moves | + | |
- | + | ||
- | df+P: Low jab. Fairly average, and since Flail ducks so low, the priority is | + | |
- | decent as well. Perfectly timed, it'll beat a lot of things, and it's safe and | + | |
- | chains into itself or Spinning Chains. Like most bots without amazing normals, | + | |
- | you'll be using low jab a lot to get out of tight spots at close range. | + | |
- | + | ||
- | d+P: Low strong. Like low jab but slower and more powerful. Since you're | + | |
- | playing Flail, you should have given up on the idea of doing damage on a | + | |
- | regular basis anyway, so don't use this move. | + | |
- | + | ||
- | db+P: Low fierce. Flail does a long-ranged punch to the enemy' | + | |
- | most sweep attacks, but doesn' | + | |
- | whiffed/ | + | |
- | combos. | + | |
- | + | ||
- | df+K: Low short. This move is so slow and awkward it should be treated as a | + | |
- | poke rather than a jab-class attack. The move hits on exactly three frames of | + | |
- | animation; it is imperative that you memorize where those hit so you can use | + | |
- | its impeccable priority and safety to stuff anything that crosses those paths. | + | |
- | Surprising range, but Flail wasn't hurting for range anyway. | + | |
- | + | ||
- | d+K: Low forward. Like low short but slower, making it generally better for | + | |
- | anti-air when you can see it coming (since it spends more time above his head). | + | |
- | + | ||
- | db+K: Flail leans way back and runs the opponent down with his spiked wheels. | + | |
- | Knocks down. A fairly slow and short slide kick, ironically, since you're on | + | |
- | wheels. The major benefit of this move is its range (although you need a fast | + | |
- | pilot to get this) and its ability to duck an obscene amount of moves. Try it | + | |
- | and see. At point-blank range, it will also combo from almost anything. Of | + | |
- | course, it's very unsafe, just like everything else Flail does. | + | |
- | + | ||
- | Special Moves | + | |
- | + | ||
- | d,P: Spinning Chains, aka tion it's safe when blocked? | + | |
- | Great for creating the proper space, as any sane opponent will just let it get | + | |
- | blocked instead of risking a combo. Note the lack of range on the first hit. | + | |
Crouching Moves | Crouching Moves | ||
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(close, wall) f+P -> qcb+P, direct down if necessary -> any juggle | (close, wall) f+P -> qcb+P, direct down if necessary -> any juggle | ||
Juggle with a Matter Phasing for a very showy combo! | Juggle with a Matter Phasing for a very showy combo! | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ==== Frame Data ==== | ||
+ | [[chronos_frames|Frame Data Page]] | ||
---- | ---- | ||
[[har|HAR' | [[har|HAR' |