(Undo revision 324468 by StupeLikesRushdowns (talk) Keep humor, memes, and jokes to a minimum. In particular, avoid making extensive edits just to add jokes.)
(Undo revision 323653 by StupeLikesRushdowns (talk) Keep humor, memes, and jokes to a minimum. In particular, avoid making extensive edits just to add jokes.)
Bullet Barrage: Breloom's 4B/5B projectiles control a ton of space with low recovery, even allowing you to redirect them with certain normals.
Morely Bankrupt: Breloom's 6B and 623B allow them to regain health, extending the efforts you must make to defeat them.
Tricky Toadstools: Breloom's 2B followup opens up many options for them, allowing for unique pressure & combo strings.
Puffball Parry: Breloom's unique parry attack leads to additional reward, if you can capitalize on the random follow-up accordingly.
Mobile Mycelium: Breloom's dash speed is blisteringly fast, and j.B allows Breloom to jump around while threatening to beat attempts to anti-air them.
Risky Resistance: Breloom's kit features no reversals and slow buttons, making fighting out of bad scenarios difficult.
Scanty Cancels: The amount of special cancels Breloom has from their normals is quite limited compared to other characters, requiring untraditional routing.
Defensive Deadzone: Breloom's anti-airs are fantastic from long range but suffer close-up, forcing you to rely on parry or positioning.
Agaric Arc: Breloom's zoning predominantly affects the sky due to it's trajectory, opening up a weakness to characters that can cover the ground quickly.
Breloom's anti-air normal. Very reliable from range, but has a deadzone close to their head.
Plus on block, but can whiff on crouching hurtboxes and leaves too far to threaten frametraps. Even then, due to 8f at fastest normals, the most Breloom can do is threaten a trade.
Breloom hops up and slams down their tail, planting a Shroomish.
Very safe cancel option, but only available off 5A. Allows Breloom to set up for pressure with the Shroomish followup.
Pressing 2B again causes the Shroomish to shoot spores, hitting 3 times and doing 1 damage. This activation can be done any time Breloom is not in hitstun, blockstun or knockdown, including during the recovery of 2B itself.
Breloom somersaults forward in mid-air, swinging down with their tail while releasing a seed bomb towards the ground.
Advantage assumes done at lowest possible height.
Another key element of Breloom's kit. Allows them to control a unique area of space while remaining off the ground, checking approaches.
Projectile is only released if the tail does not directly hit the opponent. There is one "sweet spot" where both the tail and the projectile will connect on the opponent, leading to devastating advantage and damage.
Generally plus on block if done at the mid-point of their jump-arc or later.
Able to punish certain antiair attempts, forcing the opponent to respect your air presence.