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omf2097:electra_frames [2022/06/16 01:44] – created aokmaniac13 | omf2097:electra_frames [2022/09/18 14:17] (current) – aokmaniac13 | ||
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^5P ^ Startup | ^5P ^ Startup | ||
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|:::|Jab. Most bots wish they had a jab with this kind of range, but Electra has so many other pokes that you'll usually end up using this to retaliate after blocking something. Chains into b+K but doesn' | |:::|Jab. Most bots wish they had a jab with this kind of range, but Electra has so many other pokes that you'll usually end up using this to retaliate after blocking something. Chains into b+K but doesn' | ||
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^4P ^ Startup | ^4P ^ Startup | ||
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^6K ^ Startup | ^6K ^ Startup | ||
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|:::|Knee. Electra does a little hopping knee with very short range but insane priority. It launches under good conditions, will trade with or beat almost anything, but is quite unsafe when blocked or whiffed. Your main footsies weapon, but remember not to let it whiff. Combos from a close db+P for a ghetto knockdown.|||||||| | |:::|Knee. Electra does a little hopping knee with very short range but insane priority. It launches under good conditions, will trade with or beat almost anything, but is quite unsafe when blocked or whiffed. Your main footsies weapon, but remember not to let it whiff. Combos from a close db+P for a ghetto knockdown.|||||||| | ||
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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. It doesn' | |:::|Low jab. It doesn' | ||
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^2P ^ Startup | ^2P ^ Startup | ||
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|:::|Low strong. Considerably slower than low jab, same animation. Not impressive.|||||||| | |:::|Low strong. Considerably slower than low jab, same animation. Not impressive.|||||||| | ||
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^1P ^ Startup | ^1P ^ Startup | ||
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|:::|Low fierce. Electra leans forward and sticks out both arms. One of the game's best pokes, this move has superb range, good priority, and does plenty of damage. Did I mention it's fast? Combos into db+K at point-blank range, but unsafe at close range, where you should be using jabs anyway.|||||||| | |:::|Low fierce. Electra leans forward and sticks out both arms. One of the game's best pokes, this move has superb range, good priority, and does plenty of damage. Did I mention it's fast? Combos into db+K at point-blank range, but unsafe at close range, where you should be using jabs anyway.|||||||| | ||
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^3K ^ Startup | ^3K ^ Startup | ||
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|:::|Low short. Not fast, but the absurd range on this move still makes it worthwhile. Use to keep the opponent blocking low.|||||||| | |:::|Low short. Not fast, but the absurd range on this move still makes it worthwhile. Use to keep the opponent blocking low.|||||||| | ||
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^2K ^ Startup | ^2K ^ Startup | ||
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|:::|Low forward. Low short but slower. It doesn' | |:::|Low forward. Low short but slower. It doesn' | ||
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^1K ^ Startup | ^1K ^ Startup | ||
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|:::|Sweep. Like Electra' | |:::|Sweep. Like Electra' | ||
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^j.P ^ Startup | ^j.P ^ Startup | ||
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|:::|The jump punch of doom. That's all there is to it. Electra creates lightning between his hands at a shallow angle and gradually expands them. Fully extended, the jump punch has godlike priority. Yes, it telegraphs itself, but there' | |:::|The jump punch of doom. That's all there is to it. Electra creates lightning between his hands at a shallow angle and gradually expands them. Fully extended, the jump punch has godlike priority. Yes, it telegraphs itself, but there' | ||
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^j.K ^ Startup | ^j.K ^ Startup | ||
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^214P Ball Lightning | ^214P Ball Lightning | ||
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|:::|Ball Lightning. A slow projectile that has so much lag on the end you'll be hard-pressed to use it as a setup for anything. It leaves you at a disadvantage even when it hits, actually. But it does do chip damage, and it can be controlled, and a projectile is never to be overlooked. Opponent doing something you don't like against your pokes? Get outside of poke range and fireball to at least trade hits. It's also difficult to jump against, because it's so achingly slow.|||||||| | |:::|Ball Lightning. A slow projectile that has so much lag on the end you'll be hard-pressed to use it as a setup for anything. It leaves you at a disadvantage even when it hits, actually. But it does do chip damage, and it can be controlled, and a projectile is never to be overlooked. Opponent doing something you don't like against your pokes? Get outside of poke range and fireball to at least trade hits. It's also difficult to jump against, because it's so achingly slow.|||||||| | ||
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^236P Electric Shards | ^236P Electric Shards | ||
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^656P Rolling Thunder (Air OK) ^ Startup | ^656P Rolling Thunder (Air OK) ^ Startup | ||
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^23656P Extended Rolling Thunder | ^23656P Extended Rolling Thunder | ||
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|:::|Shadow Rolling Thunder. The better version of Rolling Thunder, it's faster, travels farther, knocks down and back, and rebounds when blocked so it's difficult to really punish. It's also totally invincible for a couple frames during startup, so it's good for going through projectiles or pokes db+P won't beat. If Electra didn't already have so many good moves, you'd be using this much more often.|||||||| | |:::|Shadow Rolling Thunder. The better version of Rolling Thunder, it's faster, travels farther, knocks down and back, and rebounds when blocked so it's difficult to really punish. It's also totally invincible for a couple frames during startup, so it's good for going through projectiles or pokes db+P won't beat. If Electra didn't already have so many good moves, you'd be using this much more often.|||||||| | ||
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