Charge Cancel | |
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Tech Type | Character Tech |
Difficulty | Advanced Easy |
Character Dependent | Yes |
Inputs | Shoulder Charge → (Cancel) → (Jump/Slide) |
Shoulder Charge is Abrams’ second ability. In it, he charges forward and tackles opponents in his path. During the charge, turning is restricted. Once he hits a wall, it will stun the opponent. You are able to cancel Shoulder Charge at any time during the charge.
When you charge forward with no opponents grabbed, your speed is set to 692 u/s (17.6 m/s). With opponents grabbed, speed instantly increases to 1107 u/s (28.1 m/s). Speed does not increase when strafing, unlike normal movement.
When cancelling Shoulder Charge, you are able to keep the momentum. When cancelling deliberately for speed and movement, it is called a Charge Cancel.
When in the air, you are able to instantaneously change your direction by using Shoulder Charge in the desired direction. This can be used to redirect for wall jumps and building traversal.
To maintain the maximum amount of speed from Shoulder Charge on the ground, charge, cancel then jump or slide, depending on the situation. In the air, you do not have to input anything afterwards to maintain the momentum.
For a quick burst of speed, jump, Shoulder Charge then cancel.
You can cancel at any time during Shoulder Charge to maintain the maximum amount of speed; the entire duration of Shoulder Charge sets you at a fixed speed that doesn’t change.
Charge Cancelling can be used as a situational escape option when enemies are nearby, or when in combat. Since Shoulder Charge starts in the direction you are facing and doesn’t factor in your current velocity, you can Charge Cancel to suddenly change directions.
To execute, use Shoulder Charge, cancel, then jump or slide afterwards to maintain speed.
Dash Charge Cancel | |
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Tech Type | Character Tech |
Difficulty | Advanced Hard |
Character Dependent | Yes |
Inputs | Dash → Shoulder Charge → Cancel → Jump |
Credit | Murphy, Iphonz |
By 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 stamina and Shoulder Charge.
By dashing, using Shoulder Charge then cancelling, you can momentarily gain large amounts of speed, which then ends via the dash. By 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.
DCC's can be done in two different variants: forwards and backwards.
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.)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 Speed is largely dependent on when you use Shoulder Charge during the dash; using it later seems to give more speed.
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.
Charged Launch | |
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Tech Type | Character Tech |
Difficulty | Advanced Easy |
Character Dependent | Yes |
Inputs | Shoulder Charge → Aim at Launch Direction |
When using Abrams’ Shoulder Charge on a Air Vent, your charge overrides the Air Vent's horizontal velocity, instead taking you towards the direction you are charging.