![]() Unfortunately, most of High Five's approaches are pretty slow. ![]() This is so he can make the most out of his short, yet powerful close-ranged combos. High Five (original version) by Basara-kunįor High Five, the only thing that matters is getting close to the opponent. What I'm trying to say here is that Jim is very easily shut down. Jim also requires power to access his most useful moves. Additionally, he can't do much up close save for his throw, but even then it barely pushes the opponent back at all. With no reliable anti-airs, Jim struggles against jump-ins. So naturally the AI will usually lock itself in a corner and attempt to zone as much as it can because Jim is weak. In spite of all this though, he has a couple decent projectiles and spacing tools. His damage output is low, his attacks are slow, and he's very vulnerable. To get things out of the way, Earthworm Jim is weak. However, you're free to reverse this if you want see the config section of "astro_AI.caca" for more info. Unfortunately, this move is incredibly glitchy and will sometimes not work, therefore I have decided to disable the AI from using it. ![]() When you factor in Astro's relatively quick power gain, flushing this turd can be a bit of a challenge.Īstro has a super move that is only usable when he has less than 40% of his health. ![]() He's also got a great oki game, with two hypers that deal big amounts of chip damage. He most notably has a move that leaves him invulnerable for the entire thing. Not only does he have a couple anti-airs, Astro has a couple of decent reversals in case the opponent decides to chase him down. In any event, he'd rather be left to himself.Īlthough Astro's approaches aren't all that good, he can still pull off a good defense game. Even then, it's usually only so he can keep them away. Astro is really much more of a zoner than anything, and only rarely does he get up close and personal with the opponent. ![]()
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