YomiHustle/Ninja: Difference between revisions
m (Not sure if I'd call Ninja rushdown, because she does have to get close due to stubby range, she isn't particularly uniquely strong once she's in, in terms of fast, strong buttons. There's Uppercut, Dropkick and Grab, yes, but those are covered by "mix-up heavy," as two of them are covered by the same option. (Parry Dropkick, Block Uppercut.) I think generalist is a better descriptor, as she can do pretty much everything the others can, with set-up.) |
m (→Airdash: specified "in neutral") |
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{{Profile-YH | {{Profile-YH | ||
|charactername=Ninja | |charactername=Ninja | ||
|intro=Ninja is a '''mix-up heavy generalist''', capable of using her superior movement abilities and high number of options to force highly advantageous situations, while almost always having an escape option. As the only character with a | |intro=Ninja is a '''mix-up heavy generalist''', capable of using her superior movement abilities and high number of options to force highly advantageous situations, while almost always having an escape option. As the only character with a meterless, invincible "reversal" in the form of [[Image:YH_Icon_Uppercut.png]] '''Uppercut''', two projectile invulnerable moves, and Boost's instant, unpredictable kick of momentum, Ninja is capable of using her superior tools to alternate between forcing her opponent's hand, and explosive offense and punishes. | ||
''Please enable Dark Mode in the top right corner in order to see the character sprites.'' | ''Please enable Dark Mode in the top right corner in order to see the character sprites.'' | ||
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*'''High corner carry''': From mid-stage, Ninja can consistently bring opponents into view of the corner from a single clean combo starter, especially on DI out. This enables her to loop pressure and constantly retain advantage. | *'''High corner carry''': From mid-stage, Ninja can consistently bring opponents into view of the corner from a single clean combo starter, especially on DI out. This enables her to loop pressure and constantly retain advantage. | ||
*'''High reward for high risk''': Ninja is the only character with moves possessing<span style="color:#64D26B"> Initiative Bonus </span>invincibility, beating offensive options outright if used before your opponent is acting. This opens the door for terrifying situations, as Ninja can simply power through a majority of aggressive options and convert into high damage combos, complementing her speed and pressure. | *'''High reward for high risk''': Ninja is the only character with moves possessing meterless <span style="color:#64D26B"> Initiative Bonus </span>invincibility, beating offensive options outright if used before your opponent is acting. This opens the door for terrifying situations, as Ninja can simply power through a majority of aggressive options and convert into high damage combos, complementing her speed and pressure. | ||
|cons= | |cons= | ||
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* Airdashing backwards has +5 frames before movement starts, and +4 IASA. | * Airdashing backwards has +5 frames before movement starts, and +4 IASA. | ||
* Nullifies gravity for 7f after use. | * Nullifies gravity for 7f after use. | ||
'''The''' movement option. It's as fast as a forward dash, except it's also omnidirectional. Opens up punish opportunities, escape routes, combo extensions, Airdash does it all. You only get one per air time, but most of the time it's more than enough to do whatever you need in any given scenario. | |||
'''The''' movement option. It's as fast as a forward dash, except it's also omnidirectional. Opens up punish opportunities, escape routes, combo extensions, Airdash does it all. You only get one per air time in neutral, but most of the time it's more than enough to do whatever you need in any given scenario. | |||
After performing a [[YomiHustle/Glossary#NIL|NIL]], the brief gravity nullification effect can apply to certain grounded moves. Notably, Uppercut and Drop Kick propel Ninja much higher than they would otherwise, allowing Drop Kick to hit aerial opponents, but also causing it to whiff on grounded ones as a result. | |||
}} | }} | ||
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====<font style="visibility:hidden; float:right">Punch</font>==== | ====<font style="visibility:hidden; float:right">Punch</font>==== | ||
{{MoveData | {{MoveData | ||
|image=YH_Ninja_Punch.png|caption= A really fast and useful jab. | |image=YH_Ninja_Punch.png | ||
|caption= A really fast and useful jab. | |||
|hitbox=YH Ninja Punch hb.png | |hitbox=YH Ninja Punch hb.png | ||
|input=[[Image:YH_Icon_Punch.png]] | |input=[[Image:YH_Icon_Punch.png]] | ||
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}} | }} | ||
====<font style="visibility:hidden; float:right"> | ====<font style="visibility:hidden; float:right">Slide Kick</font>==== | ||
{{MoveData | {{MoveData | ||
|image=YH_Ninja_SlideKick2.gif | |image=YH_Ninja_SlideKick2.gif | ||
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|description= | |description= | ||
* Projectile Invulnerable | * Projectile Invulnerable starting frame 3 with Initiative, lasting for 11 frames. | ||
* Low Profile starting frame 4 (frames 4-17) | * Low Profile starting frame 4 (frames 4-17) | ||
** Does not Low Profile Cowboy's Horizontal Slash. | ** Does not Low Profile Cowboy's Horizontal Slash. | ||
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* Usable in Backsway stance. | * Usable in Backsway stance. | ||
* Incurs significant sadness when flipped in neutral. | * Incurs significant sadness when flipped in neutral. | ||
* Minimum damage 150 ( | * Minimum damage of 150. (This basically doesn't matter.) | ||
Very long and active poke, can be used to punish out of Backsway when Uppercut won't hit. | Very long and active poke, can be used to punish out of Backsway when Uppercut won't hit. | ||
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* Enters into NunChuk stance (on hit or whiff) | * Enters into NunChuk stance (on hit or whiff) | ||
* Close hit does 700 damage and launches grounded opponents. | * Close hit does 700 damage and launches grounded opponents. | ||
* Does not hitcancel on block. | |||
* Also able to fire Red Wave. | * Also able to fire Red Wave. | ||
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|startup= 6 | |startup= 6 | ||
|active= 2, 2, 2 | |active= 2, 2, 2 | ||
|recovery= | |recovery= 3 | ||
|guard= High | |guard= High | ||
|firstactionable= | |firstactionable= 16 | ||
|frameadvantage= +21 | |frameadvantage= +21 | ||
|proration= -1 | |proration= -1 | ||
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* 3rd hit has a slightly larger hitbox. | * 3rd hit has a slightly larger hitbox. | ||
* Charges Red Wave. | * Charges Red Wave. | ||
* Has an extra 4f of hitstop if Parried. | |||
High damage in combos, but where this move really shines is in charging Red Wave. If the opponent is significantly far away, it may be worth it to whiff this in neutral to gain access to it. | High damage in combos, but where this move really shines is in charging Red Wave. If the opponent is significantly far away, it may be worth it to whiff this in neutral to gain access to it. | ||
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Ninja's Guard Break in Nunchuk stance, hard callout to throws and blocks, otherwise very punishable if left uncancelled. Due to the slow startup, an opponent who uses Wait or other noncommittal options may be able to counter hit you "on reaction." | Ninja's Guard Break in Nunchuk stance, hard callout to throws and blocks, otherwise very punishable if left uncancelled. Due to the slow startup, an opponent who uses Wait or other noncommittal options may be able to counter hit you "on reaction." | ||
Incredible for damage in combos, as it's easy to route into, and out of, has high damage, and is unintuitive to DI. | Incredible for damage in combos, as it's easy to route into, and out of, has high damage, and is unintuitive to DI. Due to Chuk Jump's small hop, there's a small deadzone beneath Ninja where Chuk Jump cannot reach, and this zone changes depending on how fast the Ninja is going. Getting into the deadzone forces Ninja to use Chuk Spin, or other lower damage follow-ups, instead of Chuk Jump. Trying to DI out on Chuk Jump can often lead into another Chuk Jump, sometimes several times, and can push you significantly closer to the corner. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|version= Downwards | |||
|damage= 760 | |damage= 760 | ||
|startup= 12 (6 | |startup= 12 (6) | ||
|active= Until Landing | |active= Until Landing | ||
|recovery= Until Landing | |recovery= Until Landing | ||
|guard= High | |guard= High | ||
|firstactionable= Variable (23 if grounded | |firstactionable= Variable (23 if grounded) | ||
|frameadvantage= +22 | |frameadvantage= +22 | ||
|proration= 0 | |||
|blockadvantage= +3 | |||
|airok= Yes | |||
}} | |||
{{AttackData-YH | |||
|version= Upwards | |||
|damage= 760 | |||
|startup= 8 | |||
|active= 14 | |||
|recovery= 0 | |||
|guard= High | |||
|firstactionable= 21 | |||
|frameadvantage= +23 | |||
|proration= 0 | |proration= 0 | ||
|blockadvantage= +3 | |blockadvantage= +3 | ||
|airok= | |airok= No | ||
|description= | |description= | ||
* Has five possible angles. | * Has five possible angles. | ||
** Up Divekick | * Does not hitcancel on block. | ||
** Up Divekick hitcancels on block, and travels faster. | |||
* Startup is halved with Initiative while airborne. | * Startup is halved with Initiative while airborne. | ||
* Airborne frame 5 if grounded. | * Airborne frame 5 if grounded. | ||
* Stops vertical momentum on startup. | * Stops vertical momentum on startup. | ||
* Causes Ninja to bounce off of her own hittable projectiles. (Kunai, Super Shuriken, etc.) | * Causes Ninja to bounce off of her own hittable projectiles. (Kunai, Super Shuriken, etc.) | ||
Useful for restanding opponents close to the ground, in combination with | |||
Useful for restanding opponents close to the ground, in combination with Shuriken. | |||
Possesses the most Block Advantage out of all of Ninja's stanceless buttons at +3, and can also negate the push from Push Block, while in flight. | |||
}} | }} | ||
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* Counts as two hits, only increments combo scaling by one. | * Counts as two hits, only increments combo scaling by one. | ||
* Not free cancellable. | * Not free cancellable. | ||
Weak to DI down, but can | * With dash toggled, forward momentum starts on frame 2. | ||
Weak to DI down, but still grants soft knockdown pressure. If the opponent doesn't DI down, a grounded grab can easily lead into a combo. | |||
}} | }} | ||
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* Projectile spawns on Frame 9, active on frame 10 | * Projectile spawns on Frame 9, active on frame 10 | ||
* No limit to the amount of shuriken you can spawn, also no 'repeated move lockout' like Magic Dart | * No limit to the amount of shuriken you can spawn, also no 'repeated move lockout' like Magic Dart | ||
* Hitting a shuriken into another shuriken creates a powered up Super Shuriken that boomerangs back, its direction and speed influenced by the combined speed and direction of both shurikens. Only one Super Shuriken can be active at a time. The Super Shuriken | * Hitting a shuriken into another shuriken creates a powered up Super Shuriken that boomerangs back, its direction and speed influenced by the combined speed and direction of both shurikens. | ||
** Only one Super Shuriken can be active at a time. | |||
*** The Super Shuriken can be hit around with other attacks, being slightly influenced by DI if the Ninja whom spawned it is the one hitting it. | |||
**** Finally, the Super Shuriken is unaffected by Gust and Zephyr. | |||
A key part of Ninja's projectile game while a Summon is active, it can: | A key part of Ninja's projectile game while a Summon is active, it can: | ||
* Be used at slow speed to lock down an area, even stealing your way out of combos with shuriken you set up earlier. | * Be used at slow speed to lock down an area, even stealing your way out of combos with shuriken you set up earlier. | ||
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* Automatically detaches if the Ninja gets hit, is too close to the attached point, or uses Dodge/Tech Dodge. | * Automatically detaches if the Ninja gets hit, is too close to the attached point, or uses Dodge/Tech Dodge. | ||
Throw out a grappling hook that can stick to almost anything: | Throw out a grappling hook that can stick to almost anything: | ||
* The Opponent? All good go right ahead. ( | * The Opponent? All good, go right ahead. (Even if they're projectile invulnerable, the hook will still attach.) | ||
* Projectiles? ABSOLUTELY, whether they be yours, or the enemy's; for the silliest results, grapple onto Cowboy's Bullet and/or gun and/or Foresight. | * Projectiles? ABSOLUTELY, whether they be yours, or the enemy's; for the silliest results, grapple onto Cowboy's Bullet and/or gun and/or Foresight. | ||
* Terrain? Any of it. (Ceiling not included.) | * Terrain? Any of it. (Ceiling not included.) | ||
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This allows for crazy movement mixups or combos that aren't normally possible: | This allows for crazy movement mixups or combos that aren't normally possible: | ||
* Add extra range to any button by pulling yourself towards the opponent as you perform the move. | * Add extra range to any button by pulling yourself towards the opponent as you perform the move. | ||
* Make yourself safe by pulling yourself away whilst doing a defensive option like | * Make yourself safe by pulling yourself away whilst doing a defensive option like Jump, Substitution or BackSway; or keepaway with Shuriken and Summon. | ||
* Even make it possible to combo off of Uppercut by pulling yourself into the ground, cancelling the recovery. | |||
* Notably, you can pull to an airborne target while using a grounded move to perform that grounded move in the air, which can really catch your opponent off guard, or allow for using powerful moves like palm strike in an air combo. | * Notably, you can pull to an airborne target while using a grounded move to perform that grounded move in the air, which can really catch your opponent off guard, or allow for using powerful moves like palm strike in an air combo. | ||
* Using Pull and Detach with certain moves like Jump Kick and Superjump (within a precise window) can send you directly to orbit, as Ivy intended. | * Using Pull and Detach with certain moves like Jump Kick and Superjump (within a precise window) can send you directly to orbit, as Ivy intended. | ||
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|firstactionable= 90 | |firstactionable= 90 | ||
|frameadvantage= +0 | |frameadvantage= +0 | ||
|blockadvantage= -97, +0 if second hit*** | |blockadvantage= -97, +0 if second hit*** | ||
|proration= 2 | |proration= 2 | ||
|airok= Yes | |airok= Yes | ||
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|firstactionable= 90 | |firstactionable= 90 | ||
|frameadvantage= +0 | |frameadvantage= +0 | ||
|blockadvantage= | |blockadvantage= +0 | ||
|proration= 2 | |proration= 2 | ||
|airok= Yes | |airok= Yes | ||
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* Invincible during startup with Initiative (Full Invincibility means both strikes and throws.) | * Invincible during startup with Initiative (Full Invincibility means both strikes and throws.) | ||
** Air Uppercut lacks Strike Invuln, hits once, and grants some momentum. | ** Air Uppercut lacks Strike Invuln, hits once, but, in exchange, is safe on block and grants some momentum. | ||
* Does not hit cancel. | * Does not hit cancel. | ||
* First hit is punishable on block. | * First hit is punishable on block. | ||
** Due to both air and ground Uppercuts having a lengthy inactionable period of 90f, it's ''usually'' canceled early by landing. Lowered gravity or Wizard's Gust can let the Ninja experience the full amount of recovery | ** Second hit is cancelable on block, and will likely only hit an airborne opponent, which would make it +2. | ||
*** Due to both air and ground Uppercuts having a lengthy inactionable period of 90f, it's ''usually'' canceled early by landing. Lowered gravity or Wizard's Gust can let the Ninja experience the full amount of recovery. | |||
* Usable in Backsway Stance. | * Usable in Backsway Stance. | ||
* Puts you in the same endlag as your opponent's hitstun. | * Puts you in the same endlag as your opponent's hitstun. | ||
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|startup= 11 | |startup= 11 | ||
|active= 8 | |active= 8 | ||
|recovery= Until Landing + | |recovery= Until Landing + 8 | ||
|guard= High | |guard= High | ||
|firstactionable= | |firstactionable= 26 if grounded | ||
|frameadvantage= +35 | |frameadvantage= +35 | ||
|blockadvantage= +1 | |blockadvantage= +1 | ||
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|description= | |description= | ||
* | * Has projectile invulnerability starting frame 2, lasting for 24 frames, and continuing during landing. | ||
* Only Special cancellable (note that you're aerial during the cancel, so only Air OK specials.) | * Only Special cancellable (note that you're aerial during the cancel, so only Air OK specials.) | ||
* Wall Splats. | * Wall Splats. | ||
* Does not hitcancel on block. | |||
Useful in neutral due to its ability to (somewhat) safely get through more dangerous projectiles at the cost of a free cancel. | Useful in neutral due to its ability to (somewhat) safely get through more dangerous projectiles at the cost of a free cancel. | ||
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A decent way to cover up the general area in front of you. Can be substituted before throwing the kunais to cover grounded approaches. In combos you either use it the same way you would use an Up-Forward summon, meaning substituting right in their face, or you substitute with the lower kunai to get a little more corner carry or to continue the combo where it would've dropped for various reasons. It's pretty versatile as a combo extender in general, so feel free to cook up your own stuff. | A decent way to cover up the general area in front of you. Can be substituted before throwing the kunais to cover grounded approaches. In combos you either use it the same way you would use an Up-Forward summon, meaning substituting right in their face, or you substitute with the lower kunai to get a little more corner carry or to continue the combo where it would've dropped for various reasons. It's pretty versatile as a combo extender in general, so feel free to cook up your own stuff. | ||
Robot is just barely tall enough to be hit by these, covering both the ground and air versus it. It can enter Car Mode to sneak under them, but that could then be blocked by Caltrops, making it | Robot is just barely tall enough to be hit by these, covering both the ground, and portions of the air versus it. It can enter Car Mode to sneak under them, but that could then be blocked by Caltrops, making it incredibly difficult for Robot to get in while remaining grounded. | ||
}} | }} | ||
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|recovery= 1 | |recovery= 1 | ||
|guard= Low | |guard= Low | ||
|firstactionable= 12 | |firstactionable= 12 | ||
|frameadvantage= +16 (melee) +11 (projectile) +20 (both) | |frameadvantage= +16 (melee) +11 (projectile) +20 (both) | ||
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* Projectile has hard knockdown and OTG. | * Projectile has hard knockdown and OTG. | ||
* Projectile forces the opponent to stay in hitstun for at least 4 frames before knockdown. | * Projectile forces the opponent to stay in hitstun for at least 4 frames before knockdown. | ||
The only move in Ninja's kit that causes a hard knockdown, allowing you an extensive period to set-up whatever you want while still being able to get [[YomiHustle/Glossary#Okizeme|okizeme]] afterwards. | |||
Unfortunately, very niche due to the projectile lacking enough hitstun to ground the opponent on its own, only doing so on DI down, while also competing with the much more consistent Sticky Bomb for setting up advantage after a combo. | |||
}} | }} | ||
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|description= | |description= | ||
* | * Invulnerable starting frame 3 with Initiative, lasting for 7 frames. | ||
* Transitions into Backsway stance. | * Transitions into Backsway stance. | ||
* Can be used in Chuk stance. | * Can be used in Chuk stance. | ||
* If held, automatically transitions into Palm Strike. | |||
}} | }} | ||
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* Interrupted sooner by landing. | * Interrupted sooner by landing. | ||
* Selected attack follow-ups don't scale the combo. | * Selected attack follow-ups don't scale the combo. | ||
* Hitting the slash will trigger the selected follow-up. | ** Hitting the slash will trigger the selected follow-up. | ||
* Upon being actionable, your options are reduced to Quick Slash, Caltrops, Burst Cancel, Instant Cancel, Grab, and Fall, as well as all defensive options. | * Upon being actionable, your options are reduced to Quick Slash, Caltrops, Burst Cancel, Instant Cancel, Grab, and Fall, as well as all defensive options. | ||
* Invincible frame 5 and 6. | * Invincible frame 5 and 6. | ||
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* Can be hit and broken by opponents. | * Can be hit and broken by opponents. | ||
* Can be hit by the Ninja who threw them, launch angle influenced by DI. | * Can be hit by the Ninja who threw them, launch angle influenced by DI. | ||
* Attacking your own | * Attacking your own Caltrops as Ninja automatically free cancels it. | ||
Incredible combo tool due to high hitstun, great area denial, and gives you a more | Incredible combo tool due to high hitstun, great area denial, and gives you a more permanent substitution target, compared to other options. Has an unusual interaction with other projectiles, even including things such as Robot's landing shockwave and LOIC; when the caltrop is hit by them, it will act as if the Ninja was the one hitting it, causing it to bounce around in the direction of the Ninja's DI. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
==Navigation== | |||
{{Navbox-YH}} | {{Navbox-YH}} | ||
[[Category:YomiHustle]] | [[Category:YomiHustle]] | ||
[[Category:Ninja]] | [[Category:Ninja]] |
Latest revision as of 20:53, 15 June 2024
Profile
Ninja is a mix-up heavy generalist, capable of using her superior movement abilities and high number of options to force highly advantageous situations, while almost always having an escape option. As the only character with a meterless, invincible "reversal" in the form of Uppercut, two projectile invulnerable moves, and Boost's instant, unpredictable kick of momentum, Ninja is capable of using her superior tools to alternate between forcing her opponent's hand, and explosive offense and punishes.
Please enable Dark Mode in the top right corner in order to see the character sprites.
Move List
Movement
Dash
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Back Dash
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Super Dash
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Jump
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Super Jump
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Super Fall
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Airdash
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Grounded Normals
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Punch
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Kick
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Sweep
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Slide Kick
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NunChuk
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Drop Kick
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Dive Kick
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Stomp
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Throw
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Aerials
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Punch
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Kick
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Chuk Spin
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Specials
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Shuriken
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Grappling Hook
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Uppercut
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Jump Kick
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Sticky Bomb
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Summon
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Store/Release Momentum
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Whip Wave
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Backsway
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Skull Shaker
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Supers
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Store Momentum/Boost
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Quick Slash
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Caltrops
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Hustle
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