

If not otherwise specified, any move may be done during a dash instantly (lagless cancelling of the dash).Ĭounterhits add damage. () after damage: Total damage if all hits connect (prorated) (*/*/*/.): Any of the delimited inputs are sufficient "b.": j., but only in the bottom half of the stage "t.": j., but only in the top half of the stage

"j.": While not on the middle plane ("grounded") Once we do have that information, this could look much prettier (and therefore easier to comprehend). Until we fully understand how the fallback system of this game works, I've opted to test each of the 9 directions for each button input, just to be safe. That is, if your character doesn't have a 4A, pressing 4A will give you 5A, and things like that. In most fighting games, there are pretty standard rules for "fallbacks". My goal was to be comprehensive, not concise. Hard to test (though freezing proration to 100% in cheat engine suddenly popped into my mind). Spellcard individual damage counts may be slightly off. Ignoring proration for now until we understand it better (though it looks at first glance to be a pretty standard "different values for proration and initial proration" system). I'm pretty certain skillful button charge partitioning will be pretty important for this game. You need to be neutral while having held B for long enough. You need to be holding B after you finish your recovery frames from whatever move you've done before. If you aren't seeing the Orb at all, it's likely you are not holding B long enough. Note that you can quite literally hold the Orb infinitely (it shoots when you let go). For example:ĥA (hold B during the startup animation) > Orb (if you start holding B too late into the 5A, you will instead whiff cancel into 5B, and then into )īackdash (hold B during the backdash since you aren't allowed to attack during back dashes) > Orb If you don't want to use a B move, you can partition the charge in another move.

This is because the game will always do the first thing it can (this is pretty standard for fighting games). If you simply hold B from the get-go, you will a B move (dictated by which direction you hold, just like normal) followed by the orb. It doesn't matter what direction (though the direction will change how the orb is tossed once it's summoned).
