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omf2097:flail_frames [2022/06/26 15:48] – aokmaniac13 | omf2097:flail_frames [2022/09/18 14:28] (current) – aokmaniac13 | ||
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^5P ^ Startup | ^5P ^ Startup | ||
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|:::|Jab. Flail has a really tiny, gimpy jab that chains into and out of plenty of useful moves but is just too small to hit anyone unless you're so close that df+P would work anyway. If you're in range, feel free, it hits mid and it's totally safe. Use in combos.|||||||| | |:::|Jab. Flail has a really tiny, gimpy jab that chains into and out of plenty of useful moves but is just too small to hit anyone unless you're so close that df+P would work anyway. If you're in range, feel free, it hits mid and it's totally safe. Use in combos.|||||||| | ||
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^4P ^ Startup | ^4P ^ Startup | ||
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^6K ^ Startup | ^6K ^ Startup | ||
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|:::|Short. Flail flicks one chain forward. Doesn' | |:::|Short. Flail flicks one chain forward. Doesn' | ||
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^5K ^ Startup | ^5K ^ Startup | ||
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^4K ^ Startup | ^4K ^ Startup | ||
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^3P ^ Startup | ^3P ^ Startup | ||
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|:::|Low jab. Fairly average, and since Flail ducks so low, the priority is decent as well. Perfectly timed, it'll beat a lot of things, and it's safe and chains into itself or Spinning Chains. Like most bots without amazing normals, you'll be using low jab a lot to get out of tight spots at close range.|||||||| | |:::|Low jab. Fairly average, and since Flail ducks so low, the priority is decent as well. Perfectly timed, it'll beat a lot of things, and it's safe and chains into itself or Spinning Chains. Like most bots without amazing normals, you'll be using low jab a lot to get out of tight spots at close range.|||||||| | ||
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^2P ^ Startup | ^2P ^ Startup | ||
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|:::|Low strong. Like low jab but slower and more powerful. Since you're playing Flail, you should have given up on the idea of doing damage on a regular basis anyway, so don't use this move.|||||||| | |:::|Low strong. Like low jab but slower and more powerful. Since you're playing Flail, you should have given up on the idea of doing damage on a regular basis anyway, so don't use this move.|||||||| | ||
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^1P ^ Startup | ^1P ^ Startup | ||
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|:::|Low fierce. Flail does a long-ranged punch to the enemy' | |:::|Low fierce. Flail does a long-ranged punch to the enemy' | ||
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^3K ^ Startup | ^3K ^ Startup | ||
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|:::|Low short. This move is so slow and awkward it should be treated as a poke rather than a jab-class attack. The move hits on exactly three frames of animation; it is imperative that you memorize where those hit so you can use its impeccable priority and safety to stuff anything that crosses those paths. Surprising range, but Flail wasn't hurting for range anyway.|||||||| | |:::|Low short. This move is so slow and awkward it should be treated as a poke rather than a jab-class attack. The move hits on exactly three frames of animation; it is imperative that you memorize where those hit so you can use its impeccable priority and safety to stuff anything that crosses those paths. Surprising range, but Flail wasn't hurting for range anyway.|||||||| | ||
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^2K ^ Startup | ^2K ^ Startup | ||
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|:::|Low forward. Like low short but slower, making it generally better for anti-air when you can see it coming (since it spends more time above his head).|||||||| | |:::|Low forward. Like low short but slower, making it generally better for anti-air when you can see it coming (since it spends more time above his head).|||||||| | ||
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^1K ^ Startup | ^1K ^ Startup | ||
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|:::|Flail leans way back and runs the opponent down with his spiked wheels. Knocks down. A fairly slow and short slide kick, ironically, since you're on wheels. The major benefit of this move is its range (although you need a fast pilot to get this) and its ability to duck an obscene amount of moves. Try it and see. At point-blank range, it will also combo from almost anything. Of course, it's very unsafe, just like everything else Flail does.|||||||| | |:::|Flail leans way back and runs the opponent down with his spiked wheels. Knocks down. A fairly slow and short slide kick, ironically, since you're on wheels. The major benefit of this move is its range (although you need a fast pilot to get this) and its ability to duck an obscene amount of moves. Try it and see. At point-blank range, it will also combo from almost anything. Of course, it's very unsafe, just like everything else Flail does.|||||||| | ||
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^j.P ^ Startup | ^j.P ^ Startup | ||
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|:::|Not a very impressive jump move, but you'll be using it a lot anyway, because you have no other option. Flail throws both fists out at a shallow angle. Can be hard to anti-air with some moves because Flail raises his wheels during the move.|||||||| | |:::|Not a very impressive jump move, but you'll be using it a lot anyway, because you have no other option. Flail throws both fists out at a shallow angle. Can be hard to anti-air with some moves because Flail raises his wheels during the move.|||||||| | ||
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^j.K ^ Startup | ^j.K ^ Startup | ||
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|:::|Flail swings one chain up, over and down, extending it fully for a brief period. If this move were more smoothly animated, it would be great, but right now it just tends to miss. Like low short, this move takes practice, but if you put time into it, it makes a good anti-air.|||||||| | |:::|Flail swings one chain up, over and down, extending it fully for a brief period. If this move were more smoothly animated, it would be great, but right now it just tends to miss. Like low short, this move takes practice, but if you put time into it, it makes a good anti-air.|||||||| | ||
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^525P Swinging Chains | ^525P Swinging Chains | ||
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^525K Swinging Chains | ^525K Swinging Chains | ||
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^454P Charging Punch ^ Startup | ^454P Charging Punch ^ Startup | ||
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^21454P Extended Charging Punch ^ Startup | ^21454P Extended Charging Punch ^ Startup | ||
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|:::|Shadow Charging Punch. As usual, better than the Charging Punch in what matters: it's faster and it goes through projectiles on startup. This move is useful only in combos or to punish a whiffed move from long range. It's vulnerable, but less so if it hits late into its motion. It's suicide against another Flail, since it will always lose to Flail' | |:::|Shadow Charging Punch. As usual, better than the Charging Punch in what matters: it's faster and it goes through projectiles on startup. This move is useful only in combos or to punish a whiffed move from long range. It's vulnerable, but less so if it hits late into its motion. It's suicide against another Flail, since it will always lose to Flail' | ||
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^656K Spinning Throw (Air OK) ^ Startup | ^656K Spinning Throw (Air OK) ^ Startup | ||
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