![]() Some of his moves include attacking with various heads, throwing clocks as projectiles, enlarging his own head, a remote attack involving what is described as a "psycho that failed plastic surgery", and making a spike fall from the sky among several others. This means that Ⓧ does a light attack, Ⓨ does a strong attack, Ⓑ does a grab and Ⓐ is used for specials and hypers.Īs to be expected from a Nijikaku character, HanjiEmon's moveset is pretty bizarre. Hovering the mouse cursor over the icon displays the hold duration if applicable.HanjiEmon is a 4-button character, using a Nijikaku-style layout. Icons encased in square brackets require the respective button(s) to be held down. Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config. It is fairly easy to beat if one plays in an actively aggressive manner. is not especially aggressive, only occasionally hopping towards the opponent to unleash a short combo. ハッピーマンデー is a temporary state that gives Getsuyoubi Armor when used, but does not allow Getsuyoubi to use any other Hypers or いっけなーい!遅刻遅刻!月曜日から遅刻じゃかなりヤバイって感じだよねー while it is active, limiting Getsuyoubi to their Normals and Specials and reducing their overall combo ability. However, unlike a Raging Demon, 月月火水木金金 can be blocked and it does not deal nearly as much damage. 月月火水木金金 is a move somewhat similar to the Raging Demon, where Getsuyoubi glides forward and attempts to grab the opponent if successful, a series of kanji characters will appear and deal damage to the opponent, culminating in a. 重い現実 is an anti-air Throw move that forces the opponent into a Knockdown state when successfully connected, allowing Getsuyoubi a small window to follow up with another move. 冷たい月曜日 also has the unique property that using it will quickly launch Getsuyoubi to the back-side edge of the screen something that is not easily possible due to Getsuyoubi's very slow backwards-movement speeds, making it also useful as a defensive maneuver. 冷たい月曜日 is Getsuyoubi's only true attack, firing a wave of massive energy pillars that take up a large portion of the screen. ![]() Getsuyoubi's Hypers largely serve to counter some of Getsuyoubi's weaknesses. Finally, 日 is an evasive dodge move that travels behind the opponent. 土 hits the opponent, making it a great mixup option as it is difficult to dodge if the opponent isn't expecting it. 金 is similar to 水 as it inflicts, but with fewer recovery frames and without the extra motion. 木 is a defensive move where Getsuyoubi travels backwards, hitting any opponents behind them. 水 is the most straightforward, sharing the same command input and damage properties as 月 and 火, but with a somewhat long amount of recovery frames and bringing Getsuyoubi close to the opponent. Getsuyoubi has a multi-chain Rekkaken that starts with 月, followed up with 火, and ending with one of five attacks that can be chosen by the player, allowing for some mix-up. いっけなーい!遅刻遅刻!月曜日から遅刻じゃかなりヤバイって感じだよねー is a throw-like move that can only be used while Getsuyoubi is knocked down and has a very short range, but in return guarantees a if it manages to connect, which can then be taken advantage of with moves like げつオーラ. However, if the move connects successfully, Getsuyoubi will deal large damage to the opponent and inflict either or depending on the move variant. 休み返上 is a Counter Hit move that has a small window where the opponent can successfully be countered and requires a specific type of move for each of its three variants in order to be countered. The move's button can also be held to increase the size and strength of the pillar the held version will also inflict on any opponents it hits. げつオーラ is the closest thing Getsuyoubi has to a long-range attack, with a long startup time in exchange for spawning an energy pillar to damage the opponent, either near or far. They have a very slow backward-walking speed and a near total inability to jump backwards, making it best suited for a rushdown play style. Getsuyoubi is a somewhat heavy character that specializes in mix-ups and follow-up attacks. Pressing activates a mild form of Super Jump, and when combined with allows Getsuyoubi to hop far forwards quickly. Getsuyoubi lacks a backwards hop, and instead double-tapping activates an in-place dodge attack. Getsuyoubi is a four-button character that uses the Nijikaku button layout, meaning that Ⓧ is used for weak attacks, Ⓨ is used for strong attacks, Ⓑ is used for a throw, and Ⓐ is used for activating certain Specials and Hypers.
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