
With remarkable, from almost any variety, you can get the ball to slip along the walls (Or now not) and feature the ball jump toward the enemy. cube is the nice one in my oppinion if you want to do that the most constantly, often as it hinges on that your opponent knows where it'll pass and you getting to it earlier than them. If an enemy who is not a Candyman attacks the ball while in the special mode, it will immediately return to normal.Note: this tech is superior and works on those who realize and assume Dices great and the angles it affords.Ī easy however elusive tech that catches a heck ton of humans. This can allow a skilled Candyman to send the ball through walls many times, theoretically an unlimited amount. If any Candyman (including enemies) attacks the ball while it is in the special mode, it will restart the timer. When the timer runs out, the ball will return to its normal properties. When Candyman activates his special, the ball turns into a replica of his head and it starts a timer which is not visible anywhere. The angle that the ball enters the wall will be preserved, unless you are directly against a vertical wall(ex: the ball was bunted into a side wall) in which case the ball can only travel straight across. For instance, if Candyman starts his special with a smash attack, the player could choose to hold up and send the ball in a direction that will not be expected by the enemy when they see the smash attack animation. Similar to Raptor's special, Candyman can change the angle of his attack when using a special to one of 3 angles (straight, up, down). If the ball phases through the right wall, it will appear out of the left wall. If the ball phases into the ground, it will appear out of the ceiling. The special attack changes the properties of the ball, allowing it to phase through walls and appear on the opposite side of the stage. Chances are they will attack when they thought the timer would run out and leave theirself open to the ball.Ĭandyman's special can be used from any hit lag by pressing the attack button while still in hit lag.

If you see your opponent positioning to catch your ball, use your special to change the direction (ex: from left side to right side) which will throw them off.This becomes extremely useful when the ball is moving very fast and your opponent is expecting to have time to position theirself to catch the ball from your attack.īe aware his special has a chance of disconnecting multi-player sessions if used on a knocked out opponent, so be careful! Raptor's special attack can be used to completely eliminate hit lag from his attack. Essentially, you can change from any hit lag (including smash attack) to a neutral attack in one of 6 directions left up, left straight, left down, right up, right straight, right down. The up and down angles of the special attack are identical to his neutral attack up and down angles. The basic functionality allows the player to change the direction and angle of the attack at will. Raptor's special can be used from any hit lag by pressing the attack button while still in hit lag. In Latch's case, he can either grab the ball and fire it instantly (which results in firing the ball with no hit lag), or bunt from holding the ball (which results in a reduced hit lag attack).

Check out below to see where each character fits in and refer to the Special Attacks section for further detail. Special attacks will either reduce hit lag, slightly extend the hit lag timer, or something else in Latch's case.

Don't forget that you can bunt up, down, left, or right! Make sure to press bunt before any directional input or you may accidentally turn or duck instead of bunting. Hitting a ball with this fully charged attack will cause the hit lag to be greatly reduced.īunting the ball before hitting it not only gives you 2 super charges, it also greatly decreases the hit lag for the next attack. Holding the basic attack or Nair will cause your character to charge up an attack.
