Angled Jump LP
A very underrated normal, this move has amazing priority, active frames and a sizeable hit-box. It can be used as a light attack jump in or to beat out late air-to-air jumps. On hit in the air, this attack resets them allowing you to play the mix-up game as they land.
Angled Jump LK
Similar to angled jump LP but the angle is more horizontal and has less applications. I hardly use this, if ever.
Angled Jump MP
Comes out like angled jump HP with less range and damage. Don't use this.
Angled Jump MK
His best jump normal for generally everything; cross-ups, jump ins and air-to-air combat. Very nice hit box from his knee all the way to the tip of his toe.
Angled Jump HP
Comes out fast, nice active frames and a good hit-box which is placed pretty high up (near Abel's head). His go-to jump AA move.
Angled Jump HK
Another nice neutral jump normal, comes out at a decent speed with good active frames and a lower hit-box (mid). This and jump HP make him a very decent contender in air-to-air battles.
Neutral Jump LP
Comes out like angled jump LP.
Neutral Jump LK
One of his best neutral jump attacks. The hit-box is very wide, all the way from the tip of his knee to the tip of his foot. It can also hit people as a cross-up, typically those trying to dash under his neutral jump.
Neutral Jump MP
Similar to neutral jump HP with less damage and range. Again, I don't use this much.
Neutral Jump MK
The angle is pretty weird, moves from bottom to the top. Can be used as a weird AA move or as to whiff a neutral jump but otherwise pretty unusable.
Neutral Jump HP
Nice damage but the range is pretty short and hit-box is high. That's not to say that this move is bad; you should use this as a late air-to-air normal.
Neutral Jump HK
This and neutral jump LK make up his neutral jump to ground attack game. Comes out at the middle with very good damage and hit/block stun.
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