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Angry birds 2 slingshots
Angry birds 2 slingshots











angry birds 2 slingshots

Squall Hammer can travel roughly over half the distance of Final Destination. This means on reaction instead of shielding, Squall can be punished as opposed to other burst options. Squall Hammer is beat by D ash Attack, Grab, FAir, and notably GSA. Additionally, the move also desyncs, and desynced S quall Hammer is safe and actionable on shield. When desynced, it can be used to start combos and is safe on shield. It’s unsafe, but the opponent will usually end the move on a cross-up or by retreating. Squall Hammer is Ice Climbers' main burst option in neutral. Shielding or using the Deku Shield to block Ice Shot will bounce Ice Shot back, but Ice Shot will not have a hitbox. Practice the timing to reflect Ice Shot correctly so that no damage is taken while reflecting them, which can happen if the attack is a bit slow. Projectiles are inconsistent in reflecting Ice Shot, due to oddities with Ice Shot itself. Ice Shot is best reflected with: Jab1 (fast, low endlag), landing NAir (increases the speed of reflected Ice Shots), and DTilt (initially bounces the Ice Shots to short hop height). Ice Shot is “fake pressure”, in that sense. When fight ing Ice Climbers, be adept at reflecting them back, as reflecting Ice Shot can be done with most moves. It does a small amount of damage and applies hitstun. Ice Shot is a small projectile that travels along the floor. This allows the opponent to approach/attack with the first C limber, while using Ice Shot or Blizzard with the second, S quall Hammer with only the first C limber, etc. Keep a close eye on Ice Climbers at all times to see the transition to desync (like keeping an eye on Snake). Ice Climbers can desync from: Belay, grabbing ledge, Jab, Tilts, a irdodge, Aerials, and Squall Hammer. In neutral, this means attacking one climber up close poses the risk of getting hit by another. This is the core function of their combo game.

angry birds 2 slingshots

When Ice Climbers are desynced, the second C limber can input separate actions from the main Climber. Prioritize using movement to avoid aerials rather than shield. Ice Clim ber s' aerials with both hits are obscenely safe, some are even positive on hit. Ice Climbers' Neutral is centered around defensive bait and punish play, due to low ground speed and airspeed, using safe/positive on shield aerials to force advantage on shields, and punishing overcommitments with squall. Kill Confirms: UTilt > Desync USmash, Grab > Desync Smash Attack, Blizzard Freeze > Follow-up, UTilt > Desync Footstool > Follow-up, UTilt > UAir. Kill Moves: Smash Attacks, BAir, FAir, UAir, FTilt, DTilt. Neutral Moves: Aerials, Tilts, Squall Hammer, Grab, Jab, Ice Shot, Blizzwall, Blizzblock. (Guaranteed to shield poke and possibly freeze, especially with both Climbers) (This move can be made much safer with drift and crossing up) (This move can be reflected by any attack) (This move will not connect if you are standing right next to them) Popo by himself will be this color, and both of them together will be this color. Desyncs will not be included, as they have too many scenarios, but generally, desyncs are all safe on shield. Nana makes their aerials positive on shield, so you must keep in mind if they are together. *Note: The shield safety of Ice Climbers are affected by whether or not you're being hit on shield by both of them, or just Popo.













Angry birds 2 slingshots