![]() It is actually possible to cancel prejump into Specials, Distortion Drives and Overdrives, though for most characters is not used very often. Exact values for prejump can be found in each character's frame data. Characters have different amount of prejump frames, but the rule of thumb is that the heavier/slower your character is, the longer the prejump. If you are hit during prejump, you will enter standing hitstun. ![]() Prejump Jumps and High Jumps are not instantaneous - before going airborne, your character will enter a state called prejump, where you can not block, but are invincible to throws. The idea is that the jump includes a directional input that also counts as an input for the air dash command. IADs are performed by pressing for a forward air dash and for a backward air dash. A common tactic is to perform an air dash immediately after jumping in order to cover distance quickly and avoid ground attacks in fact, this tactic is so common that it has its own name: Instant Air Dash (IAD). Air dashes are used to cover large distances quickly, but they are vulnerable during startup. If you prefer to use buttons to air dash, press + and / to air dash forward, or A+B and to air dash backward. They are used to create vertical distance between you and your opponent as well as to run away High Jump over the opponent, then air dash away! Air Dash Forward / Backward While airborne, press to perform an air dash forward, and to perform an air dash backward. High Jumps have start-up just like normal jumps. High Jump (Super Jump) To High Jump, start from, then quickly press any downward direction, then any upward direction. For most characters, jump startup is 4F, but for Tager and Waldenstein it's 6F. Ground jumps have some start-up where you are still considered on the ground and are invincible to throws and command throws. ![]() Jump / Double Jump Press any of the upward directions to jump. Air options are regained once the character touches the ground. Doing either is called using an air option, and most characters only have one air option after they go airborne. Air Movement Air Option Aerial movement in Blazblue Cross Tag Battle (and most Arc System Works titles) work on a either/or system - you can either double jump or air dash, but not both. Backstep (Backdash)īacksteps have a bit of invincibility on start-up, but have lots of vulnerable recovery, making them useful tools to avoid attacks but punishable. Izayoi and Aegis can also use to perform a hover dash. Other characters have unique forward steps that require a input like Hakumen, Nine, Jubei, Azrael or Waldstein. Press or hold Some characters like Tager do not have dashes, while others like Hazama may have unconventional dashes.
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