

With the options and angles available from a neutral hit in the air, the only thing that makes him frighten is that his ability to use his special is something that the opponent will have to react to. On my view, Candyman needs to get a super early burst to make his late burst very effective.

This is a section that I don’t think needs to be made, but I’m expected to set some thoughts and provoke some inspiration. Playstyle and Gameplan (Small additional point) Spike (Special, Back): an incredibly interesting tool that can be buoyed and used to carry on the harassment and pressure of his special. Spike (Special): In some situations, it can be used to catch opponents who are afraid of angled balls.

Usually used to confuse opponents, because the angle can be changed on a Smash (Special) but not on a regular Smash. Smash (Special): It’s still a good tool, as the angle won’t change as long as you keep the stick in a neutral position. Neutral Hit angled down (special, airborne): a great way to follow a special that can sometimes catch eager opponents or be used to mix up after you land. Neutral Hit angled down (normal, grounded): Usually used to grab enemies who did not pay attention during the attack, which can be supplemented by the use of smash. Neutral Hit angled up (Special): a fantastic weapon that can loop on all maps and be used to annoy the opponent. Neutral Hit (Special): A good way to fix the ball for yourself if you’re in a poor spot or if you don’t have any hops left. Generally, his movements are very basic and have applications that are often improved by his mega. Spike (back): an upward hit that makes it possible to keep a game away from people who don’t like to jump or want to punish your landing. Spike (forward): struck, pointed forward at a steep angle, almost close to Switch’s unique angle.
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Can be used twice as long as a full jump or can be used for two energies. Weak and repetitive angle late blast, but perfect for emergency conditions and different step environments. Smash: A perfect overall device for Candyman’s early blast. Neutral Impact angled down (airborne): A way to send the ball back to you on most maps when you use unique. Neutral Hit angled down (grounded): A good angle to be used to catch people who think you’re going to tempt a mix-up with your upward angle or try an angle loop. Neutral Hit angled up: a tactical angle with a successful mix-up opportunity at a late blast and a rare one. Neutral Hit: a simple forward hit that sends the ball straight forward. Use it with caution.īunt: While it’s not a weapon to chuck around crazily, it’s fantastic at early bursting because of its long reach forward and can catch any hits before it can get in. Special characteristic (Movement through walls): While Candyman is running towards a wall, if he enters a crouch when he comes into contact with it, he will pass through to the other side of the map, it may be helpful or harmful. There’s a helpful file assembled that highlights everyone’s angles, and I strongly recommend you look at it after this segment.

It’s important that you learn the angles of all characters in order to understand the matchup and counter the playstyle of another person, but Candyman’s can seem quite arduous. Moves and Angles (hold you on the Flip Side) Learning these mechanics and their utility can be challenging, but with enough practice, you too will be able to play the Jawbreaking madman.
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Not only that but because he’s so dependent on his super, he needs to know how to juggle if he thinks it’s necessary to have multiple hits on his ball. He is, in my experience, one of the best characters to know because of his ability to acquire and use his powers efficiently and quickly. This has great tools to use in the early burst, as well as a great alternate mobility option through the walls. Introduction (Welcome to your Madness)Ĭandyman is a hero based on his strong super and mix-up powers. Special attributes and Up Angle Loops (Fun Part)
