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Munomario777

Down B: Future Vision

Feb 25th, 2019
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  1. REDACTED closes her eyes and puts her hands on her forehead as her ??? glows a radiant blue, connecting to the ??? inside her opponent. If REDACTED performs Future Vision immediately after an action, she will not enter this pose, but her eyes still close, her ??? still glows, and she cannot act. Over the following one-second, the screen slowly fades into an azure tint; then, a flash of white covers the screen as a blue eye surrounds REDACTED.
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  3. As it turns out, REDACTED can access future-vision by ???. During the one-second period, she sees a vision of her opponent’s next move. After the flash to white, time rewinds to the moment you used Future Vision; the opponent will now repeat the exact same inputs as he used during REDACTED’s vision. REDACTED is now free to act accordingly. Whenever the opponent flinches or takes knockback, the forced reenactment is canceled and he regains control of his character.
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  5. Before we get into applications of this power, its limitations must be understood. Such a powerful technique is so draining on REDACTED that it empties half of her entire ??? meter. You can use it even if you only have 0.000001% of it left for minimal effective meter loss, but going hog-wild with it at low meter “just because you can” might get predictable.
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  7. There are also two ways in which the opponent can cancel this move’s effects entirely. The first is by simply hitting REDACTED during the initial vision, which startles her so much that she loses focus and the vision is canceled. This prevents the “rewind” from happening at all (removing the blue tint), and also empties REDACTED’s ??? meter entirely. You have plenty of time to do this if REDACTED uses Future Vision in an unsafe position, but the fade-to-blue and the closed eyes / glowing ??? can be hard to notice.
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  9. The second is by taking a page from Fantasy Strike and using a Yomi Counter – which is fancy David Sirlin talk for doing nothing. Letting go of the controller and not using any inputs at all for the whole one-second duration. If a foe does this, the rewind will happen as normal, but due to the opponent’s clear mind, REDACTED won’t get a good read on their intentions – in gameplay, this means that the opponent won’t be forced into repeating any inputs after the rewind. Net result: you’re back where you started, but with half your ??? meter wasted.
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  11. This is still a really really good move, obviously. After launching an opponent up into the air, you can use Future Vision to easily react to a landing option, such as jumps or directional airdodges. You can edgeguard opponents without needing to cover multiple options, punish foes in 50-50 scenarios, easily tech-chase, ledge-trap, or even sometimes escape your opponent’s pressure. At all times, though, you must make sure to refrain from using it if you think your opponent will attack you, since it’s a hard counter. It’s usually strictly a tool to be used in advantage state.
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  13. Future Vision has a strict cooldown of five seconds between uses. REDACTED flashes blue when this cooldown ends.
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  15. Damage:
  16. 1% (flash to white)
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  19.  
  20. ...All that only works in one-on-one matches. If there are three or more players, Future Vision instead releases a blue wave of energy in all directions, with a radius of 3 Grids. All foes within this radius are trapped in a blue eye, which looks just like the one seen in the one-on-one version of this move. This stun lasts for one second, giving REDACTED and other players a chance to land a free hit. If a stunned opponent isn’t attacked before the timer runs out, he’ll begin falling in a normal tumble state.
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  22. This version of Future Vision is blockable and has noticeable lag on both ends. Additionally, there is a cooldown of five seconds, just like the one-on-one version.
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  24. Damage:
  25. 10% (initial wave)
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