At first, it looks like it would be great at catching enemies that dodge in like the scythe down sig would be, but the fact that the hitboxes moves forward makes dodge ins not that easy to catch. It also does 25 damage and has great force so it’s obviously a great option to punish enemies with but unless the enemy is new to the game, they probably won’t miss attacks while being a mile away from you, so there is rarely any situations where you would use side sig to punish. Make sure you don’t use it when the enemy is even remotely close though, because it has a great amount of dead space that the enemy can just walk into and punish you for. Pretty similar to a blasters side air or side slight, if you throw it out when the enemy is far away, then they might walk into it, they might not but you’ll be relatively safe in the end. It’s basically designed to use purely for trying to hit the enemy when they are very far from you. The side signature is a very simple move, it hits very far with a pretty decent size hitbox. So try to only use it at red damage because it’ll be able to knock out at that point, if you use it when it can’t get a knock out then you’ll probably feel disappointed that you’ve been punished the last 5 times you missed it and it didn’t even knock out when you finally landed it. So in general, there is no safe way to use this signature. So whenever you use this move, you’re basically a sitting duck throwing out a move that has a small hitbox, last forever, and did I mention that it’s really slow too? On the bright side though, if you ever manage to land one of these, it does massive damage. Which is even worst when you take into account that the hitboxes last for a long time. The hitbox is really small, it makes light attacks proud of their hitboxes. The catch is that it is very hard to land and you are easily punishable if it misses. It does over 26 damage and it can knock out even earlier than the scythe side signature so pretty much just as the enemy’s health turns red. The lance neutral signature is a very high risk high reward kind of move. So you can safely and effectively use the down sig to edge guard. However, the active frames does very well in an edge guard position because the enemy has to jump into the hitboxes to get to you if you place it well, especially because the down sig can travel a bit farther below where you originally used it. This is unlikely to happen a lot as players get better though so in higher ranks, probably past silver, you wouldn’t use this move too much because the high amount of active frames backfires and lets the enemy punish you if they simply jump. And if you’re really confident that the enemy will dodge forward on the ground, you can hold the down sig which will let you float, avoiding most grounded attacks and then you can release to punish the enemy for the dodge in. The down signature is really good at catching standard forward dodges because it has more active frames than a standard dodge has invulnerability frames. The only exception would be if the enemy were at red damage where you can knock them out and you think you can land a side sig while only missing 2 or 3 times, more than that and you’ll probably be punished more than it’s worth using. Outside of punishing missed attacks, I would not use it much because it puts you in a very easy to punish position if you miss. It’s relatively fast for a signature and it does on average a little more than 25 damage which is a lot for a single move especially since scythe has no real combos so it’s hard to do more than 20 damage with light attacks when punishing. It has a range that is a bit farther than the scythe dlight which is the longest range move on scythe. Side signature is a really good punish tool. It is kinda slow but it’s acceptable considering scythe doesn’t really have any combos and can only use strings in the first place. Since it has a fast start up, you can string slight, dlight and nlight into the neutral sig. The only time it’s not as good would be during an edge guard, because the recovery pushes them down instead of up which makes it harder for them to recover. It lasts just as long as the scythe recovery does but it has a bigger hitbox and you don’t end up pushing your legend too far up when you use it which makes the neutral sig a stronger and safer choice than recovery in most cases where they’re diagonal of you. The scythe neutral signature is pretty simple, it hits diagonally so it’s good against people who jumps diagonally a lot, it’s pretty hard for the enemy to react to because it has really fast start up for a signature. Here’s the frame data for artemis pause the video if you want to look through it.
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