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omf2097:chronos [2022/01/31 09:55] – external edit 127.0.0.1omf2097:chronos [2025/02/15 17:03] (current) – [Upgrades] joneirik
Line 56: Line 56:
     * Nicoli : World Championship     * Nicoli : World Championship
     * Bethany : World Championship     * Bethany : World Championship
 +
 +=== Hypermode ===
 +
 +  * Controllable Stasis Activators
  
 ---- ----
Line 188: Line 192:
 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; +
- opponent recovers stun between each hit +
- +
-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's other  +
-moves. While it hits mid, it tends to lose to slide kicks (Flail's mortal  +
-enemy), so use mainly when your other ranged moves are getting too unsafe or  +
-predictable. +
- +
-f+K: Short. Flail flicks one chain forward. Doesn't combo or anything, and it's  +
-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't around, this move would be one of Flail's key weapons,  +
-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's feet. Acts like  +
-most sweep attacks, but doesn't duck as much stuff. Use it to counterattack  +
-whiffed/blocked low moves and whatnot. Also surprisingly effective in air  +
-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
Line 416: Line 332:
 (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's:]] [[Jaguar]], [[Shadow]], [[Thorn]], [[Pyros]], [[Electra]], [[Katana]], [[Shredder]], [[Flail]], [[Gargoyle]], [[Chronos]], [[Nova]] [[har|HAR's:]] [[Jaguar]], [[Shadow]], [[Thorn]], [[Pyros]], [[Electra]], [[Katana]], [[Shredder]], [[Flail]], [[Gargoyle]], [[Chronos]], [[Nova]]
omf2097/chronos.1643648117.txt.gz · Last modified: 2022/01/31 09:55 by 127.0.0.1