UghGetOuttaHere
Number Cruncher. Jack of All Trades.
I randomly got the urge to number crunch this stance. This is what I have collected. Feel free to add any relevant information that I may have missed.
My Notes On Hell Stance:
-Hell stance lasts ≈12 seconds
-By default, Heaven special moves will consume Hell pips. Consumed pips add an additonal 2% to Heaven special moves and are effected by scaling.
-Hell pips last around 8.5 seconds and expire individually. Applying another Hell pip (even if their fully stacked) refreshes the duration. In other words: after stacking 3 pips you have ≈26 seconds to consume 1.
-DB2 (Hell) is the only special move that provides more than 1 pip. Note: The pip count is not directly linked to the amount of hits that land. All 5 hits have to land to get 3 pips.
Property changes: The following strings consume Hell pips (when in Heaven) and have their properties buffed when doing so.
-F4,2,3 becomes a free confirmable launcher】
-B3,1 becomes a confirmable launcher [ExDF3 or Kameo]
-B2,2 becomes a confirmable launcher (free launch in the corner)
Safe Hell Dash Cancels:
1,2 (+1)
2,2 (+1)
F2 (+2)
B3 (+1)
B2 (+1)
F4 (+1)
3 (-1)
4 (-5)
Any thing not listed can be assumed to be -9 or more.
Last edited: