![]() ![]() The final hit of Meteor Storm's LL string results in a stagger rather than a knockdown, which can make it useful for some combo conversions. LL: Standing L is, much like base form, a two-hit poke. Doesn't stay on screen for nearly as long as the other version of this special, and is just overall less useful. Basically the whole reason Meteor Storm is even relevant.ĭ_u+SP: Meteor Storm Punisher again, but this time Meteor sends the beyblade out directly in front of him, travelling in a zig-zag pattern. This special is awesome - it's pretty safe to throw out from further distances and does a great job keeping the opponent locked down. Meteor sends the beyblade out towards the opponent before it spends a short amount of time circling around the opponent in a zig-zag formation. Feel free to ignore this move.į_b+SP: Meteor Storm Punisher (MSP). This move sucks, it does barely any damage, even less guard damage and it's so slow that you can't combo into it from anything. Borrowing Fourze's Fire Astroswitch, Meteor summons a pillar of fire around him as he performs a spin kick, balancing on his staff. Meteor's Power Up form, Meteor Storm, trades away Meteor's raw combo potential for better range on his pokes, as well as the Meteor Storm Punisher special, a tracking grounded projectile attack that does an exceptional job of locking people down. The only reason to use instead is for the easier link into. Essentially serves the same purpose as but is more effective, as it has more range, does more damage and builds more meter while still allowing a link into from. ĭ+HHHH: Meteor moves forward with a punch, then follows up with a three-hit kick combo. Decent reach, on hit allows for an easy link into. HHH: Meteor takes a step forward and punches, then follows up with a flurry of punches before delivering a final punch that knocks the opponent away. The causes a ground bounce, allowing you to land and follow up with something else if you so desire.į+LHH: A short-ranged gut punch followed by two more punches. ![]() LHH: a two-hit jab combo followed by a launching palm strike and finally a third palm strike that knocks away. Unique in that the first hit can re-stand an opponent, meaning he's able to use this move after f+LHH to extend combos. A short range one-inch punch that puts the opponent in crumple stun. Projectile attack with a big startup period, but tracks to the opponent and leaves them in enough hitstun to be able to combo from it at mid distances. Mostly used as a combo ender.į_b+SP: Saturn Sorcery. A straight punch with a decent amount of reach that knocks the opponent away. Proceed with cautious for this move and mainly use it for more meter hungry characters. That said the meter cost is very poor for its reward and whiffing the move leads to a super damaging punish,its also not sure fast like some rider arts so its very react-able. Being able to ignore neutral to steal meter,interrupt their attacks due to invulnerable frames, and reset the neutral back to the original position is very good celestially against matchups where a rider is more defensive/keep-away. Attack is unblockable, but a well-timed sidestep can cause the attack to whiff, leaving Meteor in a very long recovery animation. Reward on hit leaves more to be desired, but can be useful to get in on opponents from full screen. On hit, does a small amount of damage and drains one bar of the opponent's meter. Meteor assumes his blue fireball "shooting star" form and zips around the screen before moving towards his opponent.
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