Cataclysmic Clash: BLAZING RESOLVE/Buddy: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
(pal normal costs) |
||
Line 153: | Line 153: | ||
==== Pal's Normal Moves ==== | ==== Pal's Normal Moves ==== | ||
'''All attacking Pal normal use 15% Pal Bar.''' | |||
{{MoveData | {{MoveData |
Revision as of 17:04, 20 October 2023
Story
Introduction
Playstyle: Puppet
Health: 900
Strengths | Weaknesses |
---|---|
|
|
Buddy is a unique character who can command a shadow creature named Pal. By making effective use of Pal, you can create some crazy setups that allow you to effectively attack in two places at once.
Pal
This is Pal. Say hello to Pal. HELLO PAL
Pal is going to help you beat people up. He can move around freely and has his very own moveset separate from Buddy.
- Pal can be summoned to your current location by pressing 5C. Press 5C again to desummon him.
- Move Pal by holding 1 or 3. Pal can move at any time while he's in neutral.
- Pal cannot move vertically. If he is summoned in the air he will stay there until he is summoned again.
- When Buddy is in neutral, he can issue attacks to Pal. When given an attack, Pal will perform it from his current location.
- While Pal is attacking, Buddy is free to do whatever.
- All Pal attacks consume the Pal Bar. (explained below)
- If a Pal attack is inputted while Pal isn't out, this will summon him and he'll perform the attack immediately.
- You can use taunts to cancel Pal's action. This has no real use other than putting him vertically upwards. This may be useful later.
Pal Bar
You may have already noticed this little thing above your meter.
This is the Pal Bar. It basically functions as Pal's health. If it hits zero Pal will become temporarily unavailable. Buddy doesn't have a whole lot he can do on his own, so try to make sure that doesn't happen.
- The bar recovers over time when Pal is not out.
- When Pal attacks, he will consume some of the bar. (exact amount depends on attack)
- Pal can get hit just like Buddy. If Pal is hit he will lose some of the bar.
- If the bar reaches zero or below, Pal will desummon automatically. He cannot be summoned again until the bar is completely full.
- Pal's attacks cannot cause the bar to go below zero. If he does not have enough for an attack, he will consume whatever he has left.
- Enemy attacks, however, CAN cause the bar to go below zero, which means Pal will take longer to recover.
Move List
Normal Moves
5A
|
---|
5B
|
---|
2A
|
---|
2B
|
---|
j.A
|
---|
j.B
|
---|
Pal's Normal Moves
All attacking Pal normal use 15% Pal Bar.
Summon!
5C |
---|
4C
|
---|
2C
|
---|
j.C
|
---|
6C
|
---|
Universal Mechanics
Throw
4A |
---|
Overhead
6B |
---|
Special Moves
Evasion
46C |
---|
Expunge
41236C |
---|
Pal's Special Moves
Rushing Shadows
236A or B or C (Air OK) |
---|
Black Wheel
214A or B or C (Air OK) |
---|
Rise from Darkness
623C (Air OK) |
---|
Fall from Grace
63214C (Air OK) |
---|
Willpowers
Beatdown
421A then press buttons (except D) to create a sequence |
---|
Contraband
236236B (Air OK) |
---|
Driving Force
Schizofrenzy
236236C (Air OK) |
---|
Resolve
Evernight
236236D |
---|