There comes a point where one must acknowledge their limitations. Causes a wall bounce on hit.ĭive Combo (, follow-up for Hammer Dash)Īmy does a hammer attack, followed by her performing Jump for Joy, and then performing a hammer spike attack. Girl Bomber (, follow-up for Hammer Dash)Īmy performs a butt bash attack. Sudden Stop (, follow-up for Hammer Dash)Īmy stops running. Works exactly as you'd expect.Īmy dashes forward with her hammer. Amy also goes really high up into the air. Distance depends on which punch button you use.Īmy leaps forward with a hammer attack. The spinning propels her both upwards and forwards. Landing causes temporary stun.Īmy spins with her hammer, and ends with a spiking attack downwards. Simple follow-up that causes a knockdown.Īmy pounces forward with a dive attack. Playstyle: Glass cannon rushdown characterĬontinued Hammer (, follow-up for standing normal) Works almost exactly the same as Sonic's Spin Dash. Pretty self-explanatory.Ĭounter Dive (, follow-up for Ninja Dodge)įake-out Dash (, follow-up for Ninja Dodge)Įspio dashes towards his opponent. Distance depends on which punch button you use.Įspio leaps backwards. A simple projectile.Įspio vanishes, and then re-appears a certain distance away from where he originally did the move. A simple projectile.Įspio throws a throwing knife. Playstyle: All-rounder with an emphasis on mixupsĪ slower, but more damaging overhead move.Ī quicker, but less damaging overhead move.Įspio throws a shuriken. Tails will then pursue the opponent with his Tornado biplane, and crash it into him. If it hits, the opponent will be knocked off the screen. If it hits, Tails tosses his opponent up into the air, flies up to chase him, and then slams him back down to the ground. If it hits, then at the end of the initial spin, Tails will do a fist hook attack, and end it with a twirling leap forward. Works reasonably well for anti-air, and is also a command grab. If the opponent steps in the hole, a fist contraption will rise out of the hole. Distance depends on which kick button you use. Playstyle: Keepaway/zoner character with great agility and setups Knuckles does a flurry of punches, finishing with an uppercut, followed by an Explosion Fist. Knuckles makes 15 rocks fall from the sky in randomized positions. Multi-Meteor Crush ( x2, Level 1 hyper, air only) Knuckles does 2 Rising Uppers, and then finishes with a fiery Rising Upper. Knuckles punches the ground to cause an explosion, which knocks the opponent upwards. The move can be cancelled at any time by pressing any kick button. Knuckles Glider ( / /, / / to cancel, air only) Knuckles lunges forward, and then punches so hard that it causes an explosion. Knuckles lunges forward, and then strikes upwards. Playstyle: Brute that packs a punch, but really needs to get in to do damageĢ: Discolored Cutscene Knuckles (Reference to Sonic 3 & Knuckles)ģ: Blue Knuckles (Glitch from Sonic 3 & Knuckles)Ĥ: Wechnia (Glitch from Knuckles Chaotix) Shadow lets out all his energy to create a massive explosion that does lots of damage. Shadow pulls out his Chaos Emerald, and uses it to perform Chaos Control and stop time for 10 seconds. the 5th one knocks the opponent far away. Shadow creates 5 Chaos Snap projectiles, each one higher than the last. Shadow throws 3 Chaos Spears in quick succession. If he gets hit while in this stance, Shadow will teleport behind his opponent and hit him with a sequence of kicks. Shadow gets into a guarding stance for a brief period of time. Shadow snaps his fingers to create a stationary projectile a set distance away from him, which varies depending on the kick button that you used to perform the move. Shadow lets loose a burst of Chaos energy. Shadow teleports a set distance away from him, which varies depending on the punch button that you used to perform the move. If he successfully grabs his opponent, Sonic does a flurry of attacks, ending with the Sonic Slide, and then jumps up to spike the opponent down to the ground. Knocks the opponent high up into the air on the last hit. One of Sonic's win animations made into a hyper move. Just another sky kick move, nothing to see here.Ī powered-up Spin Dash. If used well, it will allow you to greatly extend your combos. Sonic slides towards his opponent, tripping him up if it hits. Sonic Slide ( / /, follow-up for Sonic Somersault) Works great for combos.Ī simple multi-hit move. Spin Dash ( / / to begin charging, / / to release) Playstyle: All-rounder with an emphasis on rushdown
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