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hero:abrams [2025/06/09 01:19] – Added htmlmetatags compsoterhero:abrams [2025/06/28 07:29] (current) – Moved DCC to removed page. compsoter
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 metatag-og:color=(#ffefd7) metatag-og:color=(#ffefd7)
    
-metatag-og:description=(Charge Cancel, Dash Charge Cancel (DCC), Charge Launch)+metatag-og:description=(Charge Cancel, Charge Launch)
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 To execute, use //Shoulder Charge//, cancel, then jump or slide afterwards to maintain speed. To execute, use //Shoulder Charge//, cancel, then jump or slide afterwards to maintain speed.
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-===== Dash Charge Cancel ===== 
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-<WRAP half right infobox> 
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-{{tablelayout?rowsHeaderSource=Auto}} 
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-^ <wrap centeralign> //**Dash Charge Cancel**// </wrap> |^ 
-^ <wrap centeralign>{{ ::charactertech:abramsdcc.mp4?500 }}</wrap> |^ 
-^ Tech Type  | Character Tech  | 
-^ Difficulty  | <color orange>Advanced</color> Hard  | 
-^ Character Dependent  | Yes  | 
-^ Inputs  | Dash → //Shoulder Charge// → Cancel → Jump | 
-^ Credit | Murphy, Iphonz| 
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-</WRAP> 
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-By [[universaltech:dashing|dashing]] then Charge Cancelling immediately after, you can execute **Dash Charge Cancel **(also known as **DCC**). Correct execution can result in large amounts of velocity. DCC's cost one bar of [[universaltech:stamina|stamina]] and //Shoulder Charge//. 
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-By dashing, using// Shoulder Charge// then cancelling, you can momentarily gain large amounts of speed, which then ends via the dash. By [[universaltech:jumping|jumping]] when on the ground, you can maintain this burst of speed into the air. If you are on a ledge, you do not need to jump. 
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-DCC's can be done in two different variants: __forwards__ and __backwards__. 
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-  * Forward DCC's are executed by dashing forwards then Charge Cancelling. Speed values range from ''1000'' u/s if done poorly to ''1450'' u/s if done optimally. This method is more reliable and consistent, but grants less speed (depending on the situation, this could be a good thing, since higher speeds result in less air control and harder Air Strafes.) 
-  * Backwards DCC's (or BDCC) are executed by dashing backwards then Charge Cancelling. This method is much faster, with speed values ranging from ''1500'' u/s if done poorly to ''2700'' u/s if done optimally. This method is much less reliable and consistent; while granting unparalleled speeds, optimal timing is much more strict and the direction that you launch off in can be slightly tilted through <abrams_mm> Abrams tuning around during //Shoulder Charge//. 
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-Speed is largely dependent on when you use Shoulder Charge during the dash; using it later seems to give more speed. 
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-DCC's are extremely useful in all aspects of the game, due to the large utility the speed gives you; DCC's are great as an escape tool and initiation tool. 
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-</WRAP> 
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 <WRAP box nobox> <WRAP box nobox>
hero/abrams.txt · Last modified: 2025/06/28 07:29 by compsoter