TODO
+ Select a distance between three and five grid units to dash (choose a + longer distance for faster characters). Try to land the dash attack at + the same distance every time. +
+ Consider the rep failed if the running jab comes out closer or farther + than the chosen distance. +
- TODO
The exact timing of the aerial attack depends on your character, as some @@ -68,7 +79,18 @@
- + ++ Turning around rapidly is important for fine-grained maneuvers. + Practicing rapid turnaround lets you prepare for the following + situations: +
+ +TODO
+ Consider the rep failed if your character performs a dash or tilt + attack. +
- TODO+ Consider the rep failed if you don't turn around successfully, or if you + dash instead of turn. +
- TODO+ A running jab is a jab (neutral attack) that is performed during a dash. + When doing so, your forward momentum is cancelled as the jab comes out. +
++ The usefulness of a running jab varies between characters. However, it's + useful to learn, as the inputs are a component of advanced techniques + like attack-cancelling. +
-TODO
+ Select a distance between three and five grid units to dash (choose a + longer distance for faster characters). Try to land the dash attack at + the same distance every time. +
+ Consider the rep failed if the running jab comes out closer or farther + than the chosen distance. +
- TODO+ A running neutral aerial is a neutral aerial that is performed while + your character has forward or backward momentum from dashing. +
++ Being able to perform a neutral aerial with momentum is quite important + for many characters' toolkits, since neutral aerials are typically fast + and surround the character with a hitbox. +
-TODO