-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

Zantetsu (LB1): Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Normals
 
Dracula X (talk | contribs)
No edit summary
 
(10 intermediate revisions by one other user not shown)
Line 1: Line 1:
'''Cancel-Able Normals'''
'''Cancel-Able Normals'''
Zantetsu's Cancel-able normals (aside from speed mode chains): 4 A, 5 A, 5 B, 2 B, 5 C, and 3 C  
* 4 A, 5 A, 5 B, 2 B, 5 C, and 3 C
These Normals are cancel-able in both power and speed mode


'''Lows'''
Zantetsu's 2 A, 2 C and 3 C hit low
'''OTGs'''
'''OTGs'''
Zantetsu's 3 B and 5 C can hit knocked down opponents
* 3 B and 5 C can hit knocked down opponents
 
'''Specials'''
*236 A/B. A basic slash special that has better range than his normals. Can be followed up with another 236 A/B on hit only.
 
*214 B. Energy thrust, good poke, knocks down on hit. (Super cancelable and can be done unarmed)
 
*623 Kick. Zantetsu’s DP.
 
*641236 Med. Projectile. Similar to Vice’s ebony tears from KOF.
 
*(Air) 236 A/B. Zantetsu throws three Kunai to the ground. Where exactly they land depends on jump height but as a rule of thumb, Light version lands in front of him, and med version lands at 3/4 of screen. (can be done unarmed)
 
*(Air) 2 C. Basically Akuma’s Tenmakujinkyaku . can be followed up with another 2 Kick on hit only.


Throw Properties:
*421 A. Zantetsu goes invisible… sort of. stays active for about 7 seconds
in Zantetsu's case, 6 B makes him switch sides with his opponent, 4 B keeps his positioning where he was. (His throw functions the opposite way of most character's throw in most fighting games).

Latest revision as of 09:06, 12 September 2022

Cancel-Able Normals

  • 4 A, 5 A, 5 B, 2 B, 5 C, and 3 C

These Normals are cancel-able in both power and speed mode

OTGs

  • 3 B and 5 C can hit knocked down opponents

Specials

  • 236 A/B. A basic slash special that has better range than his normals. Can be followed up with another 236 A/B on hit only.
  • 214 B. Energy thrust, good poke, knocks down on hit. (Super cancelable and can be done unarmed)
  • 623 Kick. Zantetsu’s DP.
  • 641236 Med. Projectile. Similar to Vice’s ebony tears from KOF.
  • (Air) 236 A/B. Zantetsu throws three Kunai to the ground. Where exactly they land depends on jump height but as a rule of thumb, Light version lands in front of him, and med version lands at 3/4 of screen. (can be done unarmed)
  • (Air) 2 C. Basically Akuma’s Tenmakujinkyaku . can be followed up with another 2 Kick on hit only.
  • 421 A. Zantetsu goes invisible… sort of. stays active for about 7 seconds