Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I will certainly have to try out Robot balling when I find the time.
worst mistake of my warranty
VAULT VAULT VAULT VAULT VAULT VAULT VAULT VAULT VAULT
The overflow restand and the consistent bomb follow up off of try catch is actually diabolical. Thanks for including the coordinates for those.
I'll be sure to include them, and probably add a thanks section for those that have contributed things to this.
In neutral, it is basically a free-cancel, as the move can be interrupted into anything on your opponent's turn.
In a combo, it hit-cancels, instead, as it did in previous versions.
I think you might be mistaken as KICK USER doesn't seem to have any restrictions other than not being able to use it two turns in a row. However, FLAME THROWER does, and can be used to test this.
Hitting the ball with FLAME THROWER in neutral lets you interrupt into anything, including into itself. In a combo, however, it hit-cancels as normal, and restricts your moves to burst/instant cancels, as well as wait, grab, and defensive actions.
Thanks for mentioning it, I'll find somewhere to put it!