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| hero:mnk [2026/01/28 02:49] – fifthy | hero:mnk [2026/02/20 07:12] (current) – fifthy | ||
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| This state is achieved when you finish the **diving** phase of burrow while being in the air, in this state the only thing you gain is the model of burrow, but the sound, stats, effects of burrow will only apply when you enter the next state | This state is achieved when you finish the **diving** phase of burrow while being in the air, in this state the only thing you gain is the model of burrow, but the sound, stats, effects of burrow will only apply when you enter the next state | ||
| - | In this state you can do 3 notable techs | + | In this state you can do 2 notable techs |
| </ | </ | ||
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| <WRAP box nobox> | <WRAP box nobox> | ||
| ===== IAD Pseudo ===== | ===== IAD Pseudo ===== | ||
| + | <color grey> | ||
| <WRAP half right infobox> | <WRAP half right infobox> | ||
| {{tablelayout? | {{tablelayout? | ||
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| ^ Difficulty | ^ Difficulty | ||
| ^ Character Dependent | ^ Character Dependent | ||
| - | ^ Inputs | + | ^ Inputs |
| </ | </ | ||
| This tech can only be done when in psuedo state, you can air dash in all direction, this is really good for jukes and transitioning to other techs | This tech can only be done when in psuedo state, you can air dash in all direction, this is really good for jukes and transitioning to other techs | ||
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| <WRAP box nobox> | <WRAP box nobox> | ||
| ===== Heavy/Light Punch Pseudo ===== | ===== Heavy/Light Punch Pseudo ===== | ||
| + | <color grey> | ||
| <WRAP half right infobox> | <WRAP half right infobox> | ||
| {{tablelayout? | {{tablelayout? | ||
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| ^ Difficulty | ^ Difficulty | ||
| ^ Character Dependent | ^ Character Dependent | ||
| - | ^ Inputs | + | ^ Inputs |
| </ | </ | ||
| This tech can only be done when in psuedo state, used for extra damage, gap close and mobility into unburrow/ | This tech can only be done when in psuedo state, used for extra damage, gap close and mobility into unburrow/ | ||
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| <WRAP box nobox> | <WRAP box nobox> | ||
| ===== Burrow & Dash Burrow ===== | ===== Burrow & Dash Burrow ===== | ||
| + | <color grey> | ||
| <WRAP half right infobox> | <WRAP half right infobox> | ||
| {{tablelayout? | {{tablelayout? | ||
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| ^ <wrap centeralign> | ^ <wrap centeralign> | ||
| ^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
| - | ^ Difficulty | + | ^ Difficulty |
| ^ Character Dependent | ^ Character Dependent | ||
| - | ^ Inputs | + | ^ Inputs |
| </ | </ | ||
| This phase will only happen when either the finished dive phase is done in the ground or when pseudo state hits the ground (example from the pseudo state transitioning to burrow is in the video above), in this phase you gain the stat benefits of burrow, effects and sound | This phase will only happen when either the finished dive phase is done in the ground or when pseudo state hits the ground (example from the pseudo state transitioning to burrow is in the video above), in this phase you gain the stat benefits of burrow, effects and sound | ||
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| <WRAP box nobox> | <WRAP box nobox> | ||
| ===== Burrow Slide ===== | ===== Burrow Slide ===== | ||
| + | <color grey> | ||
| <WRAP half right infobox> | <WRAP half right infobox> | ||
| {{tablelayout? | {{tablelayout? | ||
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| ^ Difficulty | ^ Difficulty | ||
| ^ Character Dependent | ^ Character Dependent | ||
| - | ^ Inputs | + | ^ Inputs |
| </ | </ | ||
| Can be easily done by just sliding while in burrow, Good for when going down a slope and general movement | Can be easily done by just sliding while in burrow, Good for when going down a slope and general movement | ||
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| Another to note is that you can substitute the air jump with a wall jump or use them both | Another to note is that you can substitute the air jump with a wall jump or use them both | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP box nobox> | ||
| + | ===== Mantle Unburrow/ | ||
| + | <color grey> | ||
| + | <WRAP half right infobox> | ||
| + | {{tablelayout? | ||
| + | ^ <wrap centeralign> | ||
| + | ^ <wrap centeralign> | ||
| + | ^ Tech Type | Character Tech | | ||
| + | ^ Difficulty | ||
| + | ^ Character Dependent | ||
| + | ^ Inputs | ||
| + | </ | ||
| + | Good for chasing enemy and general movement, sometimes is preferred then air jump burrow because of it's tendency to overshoot/ | ||
| + | |||
| + | In order to do you have to basically do the same thing as air jump burrow but instead of double jumping you instead mantle, key order | ||
| + | cancel burrow/ | ||
| </ | </ | ||
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| To execute, emerge from //Burrow//, then dash within '' | To execute, emerge from //Burrow//, then dash within '' | ||
| </ | </ | ||
| + | |||
| + | |||
| ===== Magic Carpet Burrow ===== | ===== Magic Carpet Burrow ===== | ||