![]() ![]() Invested Turns: So in Blaze when you attempt to turn there is a 4 frame turn animation whilst grounded.Double Jumps: Every character now has one extra jump, which means they have a wealth more options in both coverage and combo tools.The trade off is that if you attempt to grab an unparried ball you will be grab denied and put in a state similar to parrystun. The resulting special animation gives a free hit on the parrying opponent. Whilst bunts, swings, and spikes get stuffed by parries, grabs bypass them and take the ball. Whilst semi useful as a timing mixup, its main purpose is to counter parries. Grabs: A new action that allows you to literally a grab a ball (with 4 frame startup) and throw it forward, backward, or downward.Before you get all hold heavy on your parries the next mechanic might change your mind. You can continue to hold a parry for hitlag's entire duration, extending it up to 22 percent. Parry extension: When you parry there is minimum duration it remains active (24 frames) that extends the hitlag and parry.The risk of this method is upon missing the ball, you perform the entire taunt animation and are vulnerable for the duration. Getup attack: You perform a getup taunt with a huge catch hitbox where if the ball is in the vicinity as you get up, the ball is given to you as if you were serving it. Bunt getup: You get up with an invulnerable bunt. Neutral getup: You get up slowly with some invulnerability, but cannot actively swing for some frames. ![]() ![]() After a knockdown, you have three options to use on getup: Getup: Taking damage to your health will either make you flinch, or knock you down if the ball is >30 speed.You have 120hp, and damage taken is 1:1 to ball speed, at a minimum of 30 damage taken. Health: Whilst Blaze still maintains its stocks format in matches, there is now a health mechanic to alleviate the old instant losses to low ball speed shenanigans.If you do not want to accidentally fast fall whilst spiking, hold jump. They can be used both offensively and defensively, thanks to the unique hitbox and the three angle options that rarely allow for full coverage. Spike has its own set of angles that differ greatly per character, but share the characteristics of one straight down angle, and angles that go forwards or backwards relative to the orientation of the character. Spikes: A new swing attack that has a hitbox beneath you, performed by pressing down and swing.So if you're coming over from LL1 there's a few core mechanic differences between both games: ![]()
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