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Post by m0th64 on Apr 17, 2016 22:21:06 GMT
Hook's airdodge has an interesting property where it basically has fixed horizontal movement, even though Hook dodge rolls at an angle. What I mean by that is that if you use it at high altitude, it will auto-angle almost straight down, but if you airdodge at low altitude it will angle more horizontally to prevent Hook from landing halfway through. In fact, if you jump and then airdodge immediately, the airdodge will actually angle itself slightly up. Since Hook can act almost immediately out of his airdodge, short hop airdodge -> air grab can be used as an approach mixup, and short hop air dodge -> air dash/swooce can be a decent movement option. This also allows Hook to airdodge out of some low-altitude air combos more easily.
Editing to add: It probably go without saying considering they're clone characters, but Charming's airdodge does the same thing.
After labbing this a little, I noticed that if you double jump and then immediately airdodge (you have to be quick) you can do a rising airdodge out of a fullhop, as well. I'm not sure if this was intentional or it's a happy accident with the momentum from the double jump but this lets you cover more horizontal ground safer.
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