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Wait this is actually sick whoaa
ОтветитьSo in theory any character could use this after a aerial low to the ground and then hyper hop? That could change neutral.
Ответить😮
ОтветитьThis was one my favorite things I liked about Supes.
ОтветитьThis is a major abstraction of the mechanics, but in a certain sense, this is kinda like a reverse wavedash
Ответитьbro
ОтветитьY this seems like a mechanic i remember doing alot in beta on accident
ОтветитьI would really like to see a guide on neutral game, but specifically Shaggy if you’re talking characters
ОтветитьYOOO you made a vid about it!! Nice dude 👍
ОтветитьAlthough it is not straight up and uses 2 dodges, you can IAD into a hyper hop. as in up diagonal dodge then jump makes you do that fast 2 jump thing but sideways. Also works depleted.
ОтветитьBig
ОтветитьHad to sub. Trying to make taz viable in high level play.. he’s interesting
ОтветитьSituational but you can do it out of lebrons ball jab 2
ОтветитьWhoaaa, this is really really cool.
ОтветитьBam you always coming in clutch ✅
Ответитьngl this name annoys me when it has the exact opposite motion of the original hyperhop, seen in kof (a running shorthop)
Ответить🤔🔥🔥 Dope jump tech!!
Subbed. Would love to see More multiverses stuff and each character “play style” and how to grow offensively but more importantly defensively in game and general play tips. Also how to get out of “auto pilot mode when fighting. Keep it up G!!
Thank you this is a massive addition to the game
ОтветитьBeen doing this with Velma with up air getting early confirms
ОтветитьGizmo can HH out of arrow since he can jump while charging/storing it.
ОтветитьOK I THOUGHT I WAS CRAZY WHEN I DID THIS ON ACCIDENT BY MASHING TRYING TO RECOVER... I was like "how tf did I get over here??"
ОтветитьJust boost jumping. As long as you press the jump button as the dodge circle is closing you’ll boost jump everytime. If you press the dodge before the circle appears or after it has already closed it won’t work
ОтветитьWait is this basically dash jumping vertically?
ОтветитьI have found that if there is a move that keeps your character from activating the walking animation, but actually causes your characters feet to press against the ground. It refreshes the resources regardless. The most obvious move I’ve found this working with. Is Rick flying meseeks the downwards motion the move has makes it very easy to use repeatedly with the reset resources
ОтветитьYou’re making this new video yet, ignoring all the comments when people asking how to do the dash cancel move from the Superman combo video.
ОтветитьI just finished my battle pass. I’m just trying to see who else is that far that isn’t pro
ОтветитьAfter testing this tech for myself it really feels that Superman's and batman's Grounded Hyper Hop fells like a completly different from a Airborn Hyper Hop.
it doesn't actualy gives you a noticeble boost in high. An Airborn Hyper Hop, gives you an equivalent high of a duble jump in juts a single jump, wich is not the case of a "Grounded Hyper Hop", I'm falling to see the difference from this to a grounded version of an Instant Bouble Jump. I may need to do more testing tho. Great Vid!
Okay! I’m not sure if this was obvious to everyone else here, but just to be absolutely crystal clear, when he says it “refreshes your air options,” this means…
• You get all six of your air actions back the moment you pretend-touch the ground.
• The initial up dodge DOES NOT COUNT as one of your new air actions!!!
• The immediate followup jump does count as one of your air actions, as we would expect.
The speed of the height gain feels really fun, but in some sense, the most interesting thing going on here may actually be the additional air mobility you’re being granted: it’s basically putting you at the max height of two air actions, for the cost of only one.
Some miscellaneous thoughts:
My execution is so-so but the timing is honestly a little tricky to me (with not-Superman not-Batman characters). I imagine the dodge needs to start on the exact frame your character would become grounded…?
I’ve been playing around with this with Reindog a little bit. You can grounded up-bite an opponent at high percent and then hyper hop to pursue for the second up-bite; this is very difficult to aim but extremely satisfying to pull off because you really do just rocket up there after them. (Also, I genuinely can’t decide if hitstop is making the hop timing easier or harder, but I expect this technique will be more consistent in either 1s or 2s, since 2s has longer hitstop than 1s now.)
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I’m assuming some other characters with ground attacks that raise them off the ground can probably situationally make good use of this too. Like, just off the top of my head, maybe Lebron’s three piece?
Down-spiking a grounded opponent with Reindog unfortunately locks you into your recovery animation for too long to hyper hop to pursue their bounce: you will fully land before you can get the dodge off. (Maybe it could work on Iron Giant since he’s so tall? But you’d have to fast fall first and then hyper hop, which makes the timing even harder.)
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I’m wondering if there are any other characters who have a down spike that actually recovers quickly enough for them to hyper hop after.
Is this still in the game?
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