Foresight: Difference between revisions

509 bytes added ,  1 year ago
no edit summary
No edit summary
No edit summary
Line 10: Line 10:
|interwikipage=Foresight (XC2)
|interwikipage=Foresight (XC2)
}}
}}
'''Foresight''' is {{SSBU|Mythra}}'s [[fighter ability]], based on the Blade skill of the same name. It is functionally similar to [[Bayonetta]]'s [[Bat Within]], but has a different activation method.
'''Foresight''' is {{SSBU|Mythra}}'s [[fighter ability]], based on the Blade skill of the same name. It is functionally similar to [[Bayonetta]]'s [[Bat Within]] mechanic, but has a powerful slowdown effect reminiscent of [[Witch Time]].


==Overview==
==Overview==
In order to activate Foresight, Mythra must perform a dodge right before an opponent lands an attack. If done correctly between frame 2 and the last frame before the dodge starts becoming intangible (frames 2–6 on her spot dodge and forward roll, frames 2–7 on her back roll, and frames 2–5 on her neutral and directional air dodges; note that these values assume fresh dodges rather than staled ones), Mythra will perform an animation, the damage received is halved, she takes no knockback whatsoever, and the opponent receives the [[slowdown]] effect for 36 frames. This mechanic is useful for breaking out of untrue combos and getting out of disadvantageous situations, and can be used to punish moves that would otherwise be difficult for even her to properly punish. However, similarly to Bat Within, Foresight does not work against [[grab]]s, [[unblockable attack]]s or [[Final Smash]]es. Due to Mythra's dodge intangibility starting noticeably later than all other characters (except Bayonetta), this can make Mythra unusually vulnerable to such moves, especially grabs by opponents performed [[out of shield]] against her. It noticeably also does not function correctly against {{SSBU|Diddy Kong}}'s {{b|Banana Peel|move}}, causing her to take full damage from the banana peel while not slowing down Diddy Kong himself in any way.
In order to activate Foresight, Mythra must perform a dodge right before an opponent lands an attack. If done correctly between frame 2 and the last frame before the dodge starts becoming intangible (frames 2–6 on her spot dodge and forward roll, frames 2–7 on her back roll, and frames 2–5 on her neutral and directional air dodges; note that these values assume fresh dodges rather than staled ones), Mythra will perform an animation, the damage received is halved, she takes no knockback whatsoever, and the opponent receives the [[slowdown]] effect for 36 frames.
 
This mechanic is useful for breaking out of untrue combos and getting out of disadvantageous situations, and can be used to punish moves that would otherwise be difficult for even her to properly punish. However, similarly to Bat Within, Foresight does not work against [[grab]]s, [[unblockable attack]]s or [[Final Smash]]es. Due to Mythra's dodge intangibility starting noticeably later than all other characters (except Bayonetta), this can make Mythra unusually vulnerable to such moves, especially grabs by opponents performed [[out of shield]] against her (particularly if she attempts to spot dodge an incoming shield grab after hitting an opponent's shield). It noticeably also does not function correctly against {{SSBU|Diddy Kong}}'s {{b|Banana Peel|move}}, causing her to take full damage from the banana peel while not slowing down Diddy Kong himself in any way. Additionally, Foresight causes Mythra to move directly downward if used in midair, which may be useful on-stage but is highly detrimental to her off-stage game due to her weak recovery. Also, much like Bat Within, the Foresight activation window is affected by [[dodge staling]], meaning that tbe maneuver only truly activates on frame 2 if Mythra's dodges are fresh.


==Instructional quotes==
==Instructional quotes==
2,128

edits