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Zantetsu (LB1): Difference between revisions

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'''OTGs'''
'''OTGs'''
* 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.
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.
(Air) 2 C. Basically Akuma’s Tenmakujinkyaku . can be followed up with another 2 Kick on hit only.
421 Light. Zantetsu goes invisible… sort of. stays active for about 7 seconds

Revision as of 14:47, 9 June 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

Lows

  • 2 A, 2 C, and 3 C

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. 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. (Air) 2 C. Basically Akuma’s Tenmakujinkyaku . can be followed up with another 2 Kick on hit only. 421 Light. Zantetsu goes invisible… sort of. stays active for about 7 seconds