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omf2097:thorn_frames [2022/08/28 09:30] – aokmaniac13 | omf2097:thorn_frames [2022/09/18 14:13] (current) – aokmaniac13 | ||
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^6P ^ Startup | ^6P ^ Startup | ||
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|:::|Jab using Thorn' | |:::|Jab using Thorn' | ||
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^5P ^ Startup | ^5P ^ Startup | ||
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|:::|Strong punch to an opponent' | |:::|Strong punch to an opponent' | ||
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^4P ^ Startup | ^4P ^ Startup | ||
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^5K ^ Startup | ^5K ^ Startup | ||
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|:::|Short kick, hits midlevel with plenty of range. A safe way to stuff low pokes, but Thorn' | |:::|Short kick, hits midlevel with plenty of range. A safe way to stuff low pokes, but Thorn' | ||
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^4K ^ Startup | ^4K ^ Startup | ||
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^3P ^ Startup | ^3P ^ Startup | ||
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|:::|Low jab. Fast, safe, chains to itself, plenty of priority, and long- ranged to boot. Use this as much as possible, especially in situations where other bots would be unable to hit an opponent.|||||||| | |:::|Low jab. Fast, safe, chains to itself, plenty of priority, and long- ranged to boot. Use this as much as possible, especially in situations where other bots would be unable to hit an opponent.|||||||| | ||
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^2P ^ Startup | ^2P ^ Startup | ||
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|:::|Low strong. Thorn does an uppercut with both his elbow spikes. The middle- of-the-road option, with the speed of low jab and the anti-air capability of low fierce. Not a bad move, but not an amazing one either, mostly just to tack on some more damage after a low jab connects.|||||||| | |:::|Low strong. Thorn does an uppercut with both his elbow spikes. The middle- of-the-road option, with the speed of low jab and the anti-air capability of low fierce. Not a bad move, but not an amazing one either, mostly just to tack on some more damage after a low jab connects.|||||||| | ||
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^1P ^ Startup | ^1P ^ Startup | ||
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|:::|Low fierce. Low strong, but slower, bigger, and knocks down (juggles, in fact, under the right circumstances). Surprisingly good anti-air, especially since Thorn crouches quite low during startup. However, it's slow and unsafe when blocked (except on wakeup). It's not likely to beat anything Speed Kick won't, but what it will beat, it can punish for a whole lot of damage.|||||||| | |:::|Low fierce. Low strong, but slower, bigger, and knocks down (juggles, in fact, under the right circumstances). Surprisingly good anti-air, especially since Thorn crouches quite low during startup. However, it's slow and unsafe when blocked (except on wakeup). It's not likely to beat anything Speed Kick won't, but what it will beat, it can punish for a whole lot of damage.|||||||| | ||
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^3K ^ Startup | ^3K ^ Startup | ||
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|:::| Low short. Thorn sticks a foot out with slightly less range than his low jab. Since it doesn' | |:::| Low short. Thorn sticks a foot out with slightly less range than his low jab. Since it doesn' | ||
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^2K ^ Startup | ^2K ^ Startup | ||
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|:::|Merely a slower and thus less useful df+K.|||||||| | |:::|Merely a slower and thus less useful df+K.|||||||| | ||
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^1K ^ Startup | ^1K ^ Startup | ||
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|:::|Sweep. Thorn' | |:::|Sweep. Thorn' | ||
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^j.P ^ Startup | ^j.P ^ Startup | ||
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|:::|Thorn extends both spikes forward. Air-to-air, if you don't want to risk an air Speed Kick.|||||||| | |:::|Thorn extends both spikes forward. Air-to-air, if you don't want to risk an air Speed Kick.|||||||| | ||
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^j.K ^ Startup | ^j.K ^ Startup | ||
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^j.3K Off-Wall Attack (Against the wall) ^ Startup | ^j.3K Off-Wall Attack (Against the wall) ^ Startup | ||
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^656P Spike Charge | ^656P Spike Charge | ||
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|:::|Spike Charge. Thorn rushes forward with shadows behind him and attempts to throw the opponent. < | |:::|Spike Charge. Thorn rushes forward with shadows behind him and attempts to throw the opponent. < | ||
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^236K Speed Kick (Air OK) ^ Startup | ^236K Speed Kick (Air OK) ^ Startup | ||
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|:::|Speed Kick, one of the best moves in the game. Great priority, works well as anti-air, knocks down, perfectly safe when whiffed or blocked late, combo starter when it hits late, doable in air for a good (if slow) combo- starting dive attack. Basically, if the opponent twitches, throw out all that stuff in the above sections about poking and Speed Kick it for more damage and a free knockdown. Other OMF experts believe this move is better as a midrange poke than as anti-air. \\ \\ Air Speed Kick. Very good anti-air, keeps you airborne for a while to avoid hazards or grab the fireball in the Fire Pit, and starts crazy juggles if it hits on the way down. I love this move, but it's really really slow.|||||||| | |:::|Speed Kick, one of the best moves in the game. Great priority, works well as anti-air, knocks down, perfectly safe when whiffed or blocked late, combo starter when it hits late, doable in air for a good (if slow) combo- starting dive attack. Basically, if the opponent twitches, throw out all that stuff in the above sections about poking and Speed Kick it for more damage and a free knockdown. Other OMF experts believe this move is better as a midrange poke than as anti-air. \\ \\ Air Speed Kick. Very good anti-air, keeps you airborne for a while to avoid hazards or grab the fireball in the Fire Pit, and starts crazy juggles if it hits on the way down. I love this move, but it's really really slow.|||||||| | ||
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^41236K Extended Speed Kick (Air OK) ^ Startup | ^41236K Extended Speed Kick (Air OK) ^ Startup | ||
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|:::|Shadow Speed Kick, a very inconsistent move. If you're lucky, it hits twice and starts a juggle combo, or hits twice and knocks down. If you're unlucky, the second hit whiffs entirely and you die. Mad range, though, making it a great way to get close.|||||||| | |:::|Shadow Speed Kick, a very inconsistent move. If you're lucky, it hits twice and starts a juggle combo, or hits twice and knocks down. If you're unlucky, the second hit whiffs entirely and you die. Mad range, though, making it a great way to get close.|||||||| | ||
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