Currently working on version 1.03 while I wait for Gad's sprites ()
Old hitbox for jump attack was ridiculous I realized:
Some possible combos
How to do Dragonfly on the ground:
- All counterattacks trigger when hit by fire and ice now. Until now they would trigger if hit up front, but would bug if hit from behind.
- Backstab will counter unblockable attacks. Unsure if I will add it to other counters. (Should all counters counter everything?)
- Dragonfly will now also have dvz: 550 so that you can' t do chess-knight-style attacks.
- Jump attack hitbox relocated and made smaller. Added a earlier hitbox with other properties. Removed invulnerability during active frames (why was it there in the first place?). Now cancels into Dragonfly.
Old hitbox for jump attack was ridiculous I realized:
If you use Stampede correctly... (Click to View)
Some possible combos
- Dragonfly (ground) ⇒ jump attack
- TK Dragonfly, →, J, A
- TK Dragonfly, J, delay [→], A
- in corner TK Dragonfly, J, A
- TK Dragonfly, →, J, A
- Anti-armour (Louis, Knight, Julian)
This will break their armour:
- jump attack > Dragonfly
This works on other characters as well if you hit them with the jump attack in the air.
- Dragonfly, Dragonfly
This will work on other characters as well, as long you are positioned right.
- jump attack > Dragonfly
- Banish, [→]J, A
- Banish, [→]J, Dragonfly
- Impact, delay J, Dragonfly
How to do Dragonfly on the ground:
- JD↓J really fast, as you can cancel the jump start to it.
- Buffer D↓ during another move or a jump.
- D↓ wait until stop defending J
<div style="float:left;"><img src="http://i1248.photobucket.com/albums/hh495/sikigami/avamaou.png"> </div><div style="margin: 50px auto auto 15%;">凍て付く夜明けを 乾いた真昼の 震える闇夜の 果てを見に行こう</div>