Rainbowcore Hypernova/Indigo: Difference between revisions

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(indigo description)
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{{Content Box|header={{Big|'''Intro'''}}|content=
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Add flavor text here.
'''Indigo''' excels at mid-range zoning and keepaway, having powerful options to shut down projectiles and incoming offense. In mid range, and sometimes long range play, Indigo can control the pace of the game and use his committal buttons without being punished. With just one bar of meter, Indigo has access to scary mixups and long, damaging staircase combos that force the opponent to use meter to get out.


*'''Unique Mechanic:'''
Indigo struggles when he is under pressure, as he has no reversals, he has a slow movement speed and a short backdash with low invuln frames. His disjointed buttons have dead zones up close, and that makes him unable to use his best buttons when in close range pressure. Indigo's general escape options have no hitboxes and leave the opponent actionable. Hence, he has to make use of universal mechanics and proactive defense to get out of sticky situations.


(add or delete entries as necessary.)
Overall, Indigo has a stable, flexible gameplan, with a grounded projectile, a cancellable aerial float that gives him oppressive aerial projectiles, disjointed buttons, and multiple evasive options that let him hold his position on screen. Indigo's design rewards strong fundamentals, letting you stuff approaches before they happen, giving you options to shred opponents up close, or keep them at a distance for your zoning plans.
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Revision as of 23:49, 3 May 2023

Intro

Indigo excels at mid-range zoning and keepaway, having powerful options to shut down projectiles and incoming offense. In mid range, and sometimes long range play, Indigo can control the pace of the game and use his committal buttons without being punished. With just one bar of meter, Indigo has access to scary mixups and long, damaging staircase combos that force the opponent to use meter to get out.

Indigo struggles when he is under pressure, as he has no reversals, he has a slow movement speed and a short backdash with low invuln frames. His disjointed buttons have dead zones up close, and that makes him unable to use his best buttons when in close range pressure. Indigo's general escape options have no hitboxes and leave the opponent actionable. Hence, he has to make use of universal mechanics and proactive defense to get out of sticky situations.

Overall, Indigo has a stable, flexible gameplan, with a grounded projectile, a cancellable aerial float that gives him oppressive aerial projectiles, disjointed buttons, and multiple evasive options that let him hold his position on screen. Indigo's design rewards strong fundamentals, letting you stuff approaches before they happen, giving you options to shred opponents up close, or keep them at a distance for your zoning plans.

RCHN Indigo Name.PNG

RCHN Indigo Idle.png
Pros Cons
  • Pro A: N/A
  • Pro B: N/A
  • Pro C: N/A
  • Con A: N/A
  • Con B: N/A
  • Con C: N/A

Normals

5A
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - -8 -11

5A.


5B
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - -8 -11

5B.


2A
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - -8 -11

2A.


2B
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - -8 -11

2B.


j.A
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - -8 -11

j.A.


j.B
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - -8 -11

j.B.

Command Normals

6A
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - -8 -11

6A.


6B
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - -8 -11

6B.


j.2A
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - -8 -11

j.2A.


j.2B
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - -8 -11

j.2B.

Special Moves

236A/B
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - -8 -11

Blasters.


623A/B
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - -8 -11

Dodge.


214A/B
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - -8 -11

Helicopter.

Super

632146B
Damage Guard First Active Active Recovery On Hit On Block
20 Mid 2 - - -8 -11

Super.


General
Controls
HUD
System
FAQ
Characters
Red
Orange
Yellow
Green
Blue
Indigo
Violet