Rainbowcore Hypernova/Indigo: Difference between revisions
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|onBlock = -11 | |onBlock = -11 | ||
|description = | |description = | ||
A basic, fast poke that works as a combo starter. | A basic, fast poke that works as a combo starter. It is also Indigo's go-to abare option. | ||
}} | }} | ||
}} | }} | ||
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|onBlock = -12, -9* | |onBlock = -12, -9* | ||
|description = | |description = | ||
One the best, if not the best air | One the best, if not the best air normal in the game. | ||
* Hits on both sides for crossups, and hits twice | * Hits on both sides for crossups, and hits twice | ||
* Active for 20+ frames | * Active for 20+ frames | ||
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|data = | |data = | ||
{{AttackData-RCHN | {{AttackData-RCHN | ||
|damage = 20 | |damage = 20,20,20,20 | ||
|guard = | |guard = High | ||
|startup = | |startup = 22 | ||
|active = - | |active = - | ||
|recovery = - | |recovery = - | ||
|onHit = | |onHit = Knock Away | ||
|onBlock = | |onBlock = +1 | ||
|description = | |description = | ||
A slow, multi-hit overhead you can use after conditioning your opponent. Plus on block if all hits connect. | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-RCHN | {{AttackData-RCHN | ||
|damage = 20 | |damage = 20,20 | ||
|guard = Mid | |guard = Mid | ||
|startup = 2 | |startup = 2 | ||
|active = - | |active = - | ||
|recovery = - | |recovery = - | ||
|onHit = | |onHit = Knock Away | ||
|onBlock = - | |onBlock = -7 | ||
|description = | |description = | ||
A long range attack that covers nearly half the screen. Not fast enough to check dashes, but can be used to whiff punish from afar. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-RCHN | {{AttackData-RCHN | ||
|damage = 20 | |damage = 20 | ||
|guard = | |guard = High | ||
|startup = | |startup = 4 | ||
|active = - | |active = - | ||
|recovery = - | |recovery = - | ||
|onHit = | |onHit = Knock Away | ||
|onBlock = - | |onBlock = -9 | ||
|description = | |description = | ||
An unsafe divekick. Tiny hitbox, hits only in startup, and vulnerable till it hits the ground. | |||
Can be used as an instant overhead. | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-RCHN | {{AttackData-RCHN | ||
|version = j.2B | |||
|damage = 20 | |damage = 20 | ||
|guard = | |guard = High | ||
|startup = 2 | |||
|active = - | |||
|recovery = - | |||
|onHit = Slam | |||
|onBlock = -11 | |||
|description = | |||
Hits straight downward, and shifts Indigo's hurtboxes upward. Nearly impossible to see from double jump height. | |||
}} | |||
{{AttackData-RCHN | |||
|version = j.2B > B | |||
|damage = 20 | |||
|guard = High | |||
|startup = 2 | |startup = 2 | ||
|active = - | |active = - | ||
|recovery = - | |recovery = - | ||
|onHit = | |onHit = Slam | ||
|onBlock = -11 | |onBlock = -11 | ||
|description = | |description = | ||
j.2B. | Followup to j.2B that makes it a crossup, since it shoots with the other hand. | ||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-RCHN | {{AttackData-RCHN | ||
|damage = 20 | |version = A | ||
|damage = 20,20 | |||
|guard = Mid | |||
|startup = - | |||
|active = - | |||
|recovery = - | |||
|onHit = Launch | |||
|onBlock = - | |||
|description = | |||
Indigo's Blasters. Shoots two forward moving projectiles, which usually counters single projectiles from all other characters. | |||
}} | |||
{{AttackData-RCHN | |||
|version = B | |||
|damage = 20,20 | |||
|guard = Mid | |guard = Mid | ||
|startup = | |startup = - | ||
|active = - | |active = - | ||
|recovery = - | |recovery = - | ||
|onHit = | |onHit = Launch | ||
|onBlock = - | |onBlock = - | ||
|description = | |description = | ||
Blasters. | Blasters with faster startup. Air OK. | ||
}} | }} | ||
}} | }} |
Latest revision as of 07:45, 5 May 2023
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 hitting reversal options, 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.
Pros | Cons |
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Normals
5A
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5B
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2A
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2B
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j.A
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j.B
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Command Normals
6A
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6B
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j.2A
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j.2B
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Special Moves
236A/B
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623A/B
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214A/B
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Super
632146B
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