Landing lag: Difference between revisions
Muggshotter (talk | contribs) (Created page with "Category:Dissidia 012 Final Fantasy Category:Dissidia Final Fantasy NT When an airborne character reaches ground, they will enter a transitional state during which they are unable to perform any actions that do not involve EX or Assist. This is commonly referred to as "landing lag" and is the basis for landing hits against characters with relatively safe air dodges as well as setting up solo combos, such as Squall's Thunder Barret into Blasting Zone. In ''Dissid...") Tag: wikieditor |
Muggshotter (talk | contribs) mNo edit summary Tag: wikieditor |
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In ''Dissidia 012'', the landing lag lasts for 16 frames. | In ''Dissidia 012'', the landing lag lasts for 16 frames. | ||
In ''Dissidia NT', the landing lasts for 20 frames. | In ''Dissidia NT'', the landing lasts for 20 frames. |
Revision as of 03:25, 2 September 2023
When an airborne character reaches ground, they will enter a transitional state during which they are unable to perform any actions that do not involve EX or Assist. This is commonly referred to as "landing lag" and is the basis for landing hits against characters with relatively safe air dodges as well as setting up solo combos, such as Squall's Thunder Barret into Blasting Zone.
In Dissidia 012, the landing lag lasts for 16 frames.
In Dissidia NT, the landing lasts for 20 frames.