No edit summary |
mNo edit summary |
||
Line 1: | Line 1: | ||
<div class=" | ===<big>Charged Stun Edge</big> <span class="input-badge"><small>236H</small></span>=== | ||
<div class="testmovedatacontainer"> | |||
<div class="testmovegallery"> | |||
<gallery widths="180px" heights="180px"> | |||
GGXRD_Ky_ChargedStunEdge.png| Large Coconut | |||
GGXRD_Ky_ChargedStunEdge2.png| |Large Stationary Coconut | |||
</gallery> | |||
</div> | |||
<div class="wikitable testmovedata"> | |||
{| class="wikitable testmovedata" | |||
{{AttackDataHeader-GGXRD-R2|version=yes}} | |||
|- | |||
{{AttackVersion|name=Normal }} | |||
{{#lst:GGXRD-R2/Ky Kiske/Data|236H }} | |||
|} | |||
==== ==== | |||
;Normal | |||
*Used for okizeme, zoning, and occasionally as a pressure reset. | |||
*Can be avoided with low profile moves | |||
Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you can instant airdash over it and use {{clr|4|j.H}} to lock the opponent down or follow behind it on the ground and react to jump out attempts. It's use as a pressure reset is limited and risky, but can catch opponents playing passively and give you another mixup attempt. With YRC, it becomes much easier to use in neutral, and less risky as a pressure reset. | |||
</div> | |||
[[File:Followup_Icon.png|50px]]<div class="wikitable testmovedata" style="display: inline block"> | |||
{| class="wikitable testmovedata" | |||
{{AttackDataHeader-GGXRD-R2|version=no}} | |||
|- | |||
{{AttackVersion|name=Followup }} | |||
{{#lst:GGXRD-R2/Ky Kiske/Data|236H Grinder}} | |||
|} | |||
==== ==== | |||
;Fortified | |||
*Used for okizeme, and occasionally as a zoning tool. | |||
*Clashes with projectiles | |||
*Can be avoided with low profile moves. | |||
DC Charged Stun Edge is also known as DC CSE. Firing a CSE through a Grinder will cause it to transform into a stationary rotating blade that functions similarly to CSE. It hits 6 times, and is more advantageous on block than CSE (+18). Using this attack for okizeme gives you plenty of time to jump in and go for a high/low mixup that covers a lot of the opponent's defensive options. It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder. Standing inside of DC CSE is a good way to deal with projectiles, and approach the opponent. | |||
</div> | |||
</div> | |||
Test pages: [[User:PrivateTarkus/sandbox]], [[User:PrivateTarkus/sandbox2]], [[User:PrivateTarkus/sandbox3]] | Test pages: [[User:PrivateTarkus/sandbox]], [[User:PrivateTarkus/sandbox2]], [[User:PrivateTarkus/sandbox3]] |
Revision as of 16:55, 22 October 2020
Charged Stun Edge 236H
- Normal
- Used for okizeme, zoning, and occasionally as a pressure reset.
- Can be avoided with low profile moves
Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you can instant airdash over it and use j.H to lock the opponent down or follow behind it on the ground and react to jump out attempts. It's use as a pressure reset is limited and risky, but can catch opponents playing passively and give you another mixup attempt. With YRC, it becomes much easier to use in neutral, and less risky as a pressure reset.
- Fortified
- Used for okizeme, and occasionally as a zoning tool.
- Clashes with projectiles
- Can be avoided with low profile moves.
DC Charged Stun Edge is also known as DC CSE. Firing a CSE through a Grinder will cause it to transform into a stationary rotating blade that functions similarly to CSE. It hits 6 times, and is more advantageous on block than CSE (+18). Using this attack for okizeme gives you plenty of time to jump in and go for a high/low mixup that covers a lot of the opponent's defensive options. It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder. Standing inside of DC CSE is a good way to deal with projectiles, and approach the opponent.
Test pages: User:PrivateTarkus/sandbox, User:PrivateTarkus/sandbox2, User:PrivateTarkus/sandbox3
Plugs
Patreon: privatetarkus
+で最終闇技・超裂砕雷滅拳竜獄殺!!敵をハメ殺せ!