Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Neutral special- Goes even further than an ex would normally. Use the training map to see just how far it can go.
Side special-Once again, goes much further
Down special- Gives you the option during a counter to decide whether or not to dump meter into the counter. you can wait a moment and quickly evaluate whether or not the counter will succeed and then use meter. The least impactful, but still good
Up special- You gain the first hit of uppercut and then have the Ex Uppercut hit. You might get more height but i cannot teel. The interesting thing is it gives the oppenent a chance to possibly escape via Di so you have to decide if the % and the opponent's skill level make this worth it.
Btw I love this character thanks for making them do not change a single thing.