

This leads to Candyman having a good punish game and taking a stock off of the opponent. With the options and angles available out of a neutral hit in the air, the only thing that makes him scary is the fact that his ability to use his special is the thing that the opponent will have to react to. In my opinion, Candyman needs to get super early burst to make his late burst really powerful. This is a section that I don’t think needs to be made, but I should to create some thoughts and provoke some inspiration. Spike (special, back): An incredibly interesting tool that can be looped and used to continue harassment and pressure with his special. Spike (special): Can be used in some situations to catch opponents that are afraid of up angled balls. Usually used to confuse opponents, since the angle can be changed on a Smash (special), but not on a regular Smash. Smash (special): Still a good tool, as the angle will not change as long as you keep the stick in a neutral position.

Neutral Hit angled down (special, airborne): A great way to follow up a special which can sometimes catch eager opponents or be used to mix-up after you land. Neutral Hit angled down (special, grounded): Usually used to catch opponents not paying attention during special, but can be followed up with using smash. Neutral Hit angled up (special): A great tool that can loop on all maps and be used to confuse the opponent greatly. Neutral Hit (Special): A good way to reset the ball for yourself if you are in a bad position or have no jumps remaining.

Overall, his moves are very simple and have uses that mainly are enhanced by his super. Spike (back): An upward hit that makes a game of keepaway possible with people that don’t like to commit to jumps or want to punish your landing. Spike (forward): A hit angled forward at a steep angle, almost similar to Switch’s special’s angle.
#LETHAL LEAGUE CANDYMAN EMOTE FULL#
Can be used twice out of a full jump or serve for two energy. Bad and predictable angle late burst, but good for panic situations and special move set-ups. Smash: A great overall tool for Candyman in the early burst. Neutral Hit angled down (airborne): A way to give the ball back to yourself on most maps when you use special. Neutral Hit angled down (grounded): A good angle to use to catch people that think you’ll be attemping a mix-up with your upward angle or trying to up angle loop. Neutral Hit angled up: A situational angle for some good mix-up potential at late burst and with special. Neutral Hit: A simple forward hit that sends the ball straight. Use with caution.īunt: Although not a tool to be throwing around crazily, it’s good in early burst because of its far reach forward which can intercept some hits if he can get in. Special Attribute (Movement through walls): While Candyman is running towards a wall, if he inputs a crouch when he makes contact with it, he will pass through to the other side of the map, this can be helpful or harmful. There is a helpful album compiled showing everyone’s angles and I highly suggest you view it after this section. It’s important that you learn the angles of all characters to understand the matchup and counter another person’s playstyle, but Candyman’s comparably can seem really daunting. Moves and Angles (Catch you on the Flip Side) Learning these mechanics and their utility can be difficult, but with enough practice, you too will be able to play the Jawbreaking madman.
#LETHAL LEAGUE CANDYMAN EMOTE HOW TO#
Not only that, but because he’s so dependent on his super, he needs to know how to be able to juggle if he thinks it’s necessary to get multiple hits on his ball. He’s, in my opinion, one of the most difficult characters to learn due to his need to gain and use his super effectively and quickly. He has great tools to use in the early burst as well as a great additional movement option through walls. Special attributes and Up Angle Loops (The Fun Part)Ĭandyman is a character based around his powerful super and mixup capabilities.
