Neutral Hit angled up: A situational angle for some good mix-up potential at late burst and with special. Neutral Hit: A simple forward hit that sends the ball straight. Use with caution.īunt: Although not a tool to be throwing around crazily, it’s good in early burst because of its far reach forward which can intercept some hits if he can get in. Special Attribute (Movement through walls): While Candyman is running towards a wall, if he inputs a crouch when he makes contact with it, he will pass through to the other side of the map, this can be helpful or harmful. There is a helpful album compiled showing everyone’s angles and I highly suggest you view it after this section. It’s important that you learn the angles of all characters to understand the matchup and counter another person’s playstyle, but Candyman’s comparably can seem really daunting. Moves and Angles (Catch you on the Flip Side) Learning these mechanics and their utility can be difficult, but with enough practice, you too will be able to play the Jawbreaking madman. Not only that, but because he’s so dependent on his super, he needs to know how to be able to juggle if he thinks it’s necessary to get multiple hits on his ball. He’s, in my opinion, one of the most difficult characters to learn due to his need to gain and use his super effectively and quickly. He has great tools to use in the early burst as well as a great additional movement option through walls. Special attributes and Up Angle Loops (The Fun Part)Ĭandyman is a character based around his powerful super and mixup capabilities.
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