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Lethal Leabue

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Aug 29th, 2014
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  1. This pastebin covers the following for Lethal League:
  2. Special Moves
  3. Parrying
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  5. Special Moves
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  7. In Lethal League every character has a special move which takes a full meter. When a character's meter becomes full, there's a sparkle for a moment and they'll of course have 4 bars. Each character's special is unique:
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  9. Raptor: After hitting the ball, hit Melee again to swing at the ball a second time, doing so sends it off quickly and can be sent in any direction including behind him. This is a good special to add more speed to the ball, throw off your opponent's timing, and hit people waiting in a corner/behind you.
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  11. Switch: Can use his special in two different ways, by either pressing jump, while airborne which will initiate his special until he hits the ground, or by pressing jump while the ball is in hitstun. When you do it in the air, while he's doing a kickflip, if at any time the ball hits it, it will get redirected pretty much instantly. When used during hitpause it sends the ball immediately and at 'unique' angles. Useful for messing with opponent's timing (when doing it during hitpause) and for protecting yourself in high speed situations (when doing it in the air) Note, if the ball hits your body you won't redirect it.
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  13. Candyman: Changes the properties of the ball for a brief period of time, allowing it to phase through walls by pressing melee during hitpause or briefly after the ball is sent flying. If it hits a wall it will show up on the other wall, if it hits the floor/ceiling it will go to the opposite side. If Candy hits the ball while it can still teleport the special move is drawn out longer (doesn't require more meter) Good for faking out the opponent but risky because it can be hit immediately and nullified right then and there. Make sure to face a wall/hit it into a corner/into the floor or ceiling for maximum use potential.
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  15. Sonata: Can control the ball by 'hitting' it multiple times in the air. Activated by hitting melee once you hit the ball it can then be controlled by hitting a direction again (Up, Down, Forward) until it collides with a surface. This allows her to have lots of mixups, including spiking the ball originally but then sending it forward, moving it around opponents, or positioning it in a place for you to hit it better.
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  17. Latch: Latch scoops the ball into his mouth. This is initiated by hitting melee during hitpause. At this point Latch will keep the ball in his mouth until the ball's original hitpause is used up, at which point he spits it back out. Latch can also opt to bunt the ball and hit it to get two bars back while still sending the ball at a high speed. When Latch spits it out you're free to aim it up or down, the default being forward. This breaks up gameplay to a degree and allows excellent positioning.
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  19. Parrying
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  21. In Lethal League there is a counter to an opponent 'camping' the ball and trying to hit it while it's just getting out of hitstun, meaning they jump in early and are practically on top of you in anticipation. This counter is referred to as parrying which is performed by hitting Bunt while the ball is in hitpause. When parrying you expend all of your meter (Minimum being 1) to create a quick, blue flash around your ball. It's brief and covers a good portion of space. While the blue flash is visible, if the opponent is attacking they will 'clash' with the counter and be knocked away, staggering momentarily. In this situation they will either get hit by the ball immediately without chance of defending themselves, or have to try and reposition themselves to hit it from a different angle. This technique works on opponents that are impatient or have bad timing, though it IS possible to bait parries.
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