Overview
Hello!Welcome to my Guide!In this Guide you’ll find a basic characters information.Please rate!~Zoibator
Raptor
Raptor can wall-jump by jumping on the wall and jumping again. He can also wall-slide by pressing against the wall. The wall-slide is lost if he touches the floor.
After you’ve hit the ball, you can either hit the ball again in one of six angles, plus a bonus smash angle when grounded; or bunt it. The timing of this ability can be altered by holding down the button for varying lengths of time, and if it’s held for the longest possible time, the ball’s speed will be doubled like a smash.
Switch
Switch can wall-ride by jumping at the wall. He can hold this wall-ride until he either lets go or reaches the opposite upper corner.
You can use Switch’s special power in three different ways:
- Jumping and then jumping again while in midair
- Crouching and then jumping again
- Jumping during the hitlag created by an overhead smash
This special in its raw form, when one uses a jump input whilst midair to hit the ball, has little hitlag. When used during hitlag it launches the ball at a predetermined shallow angle, which can be only manipulated by changing the launch direction to either left or right. Use of this special during his smash is sometimes known as a “Quickflip” and is made more effective with use of a bunt, significantly reducing hitlag. Like many other specials, no additional hitlag is generated when using his special in this way. This means it’s much more beneficial to use his overhead special at the end of hitlag rather than the beginning.
Candyman
Candyman’s special movement ability is being able to make high jumps, which are naturally higher than the other characters. This ability makes him unable to do make lower jumps.
Candyman’s special power changes the properties of the ball for few seconds which allows it to pass through walls, or if it hits the floor/ceiling it will go to the opposite side. If Candyman hits the ball while it can still teleport the special power will be repeated.
Sonata
Sonata’s special movment is being able to do double jump which can be activated pressing jump again mid air.
Sonata’s special power makes the ball move in zigzag multiple times in the air. This special power has a few possible mixups, including dodging bunts and hits, making the ball hit a wall to catch it again herself, or moving the ball towards or away from the opponent.
Latch
Latch’s special movment ability allows him to climb on the arena’s walls. Compared to Switch, Latch can swing from the wall without giving up his position. This gives him a new downward neutral angle and also changes his hitboxes slightly, altough, Switch can reach the ceiling with his special movment ability and latch cannot.
Latch’s special power allows him to keep the ball in his mouth and lunching it away from where Latch is. There’s a disadvantage on this special power because when Latch is lunching the ball his opponent can hit it exactly when Latch lunches it, but in most of the cases it’s too fast for the opponents to hit it when Latch lunches it which makes it a fine special power.
Dice
Dice’s movement ability allows him crouch-jump, which is also allows him to reach the top of most stages. He has a high top speed and quick acceleration; this, coupled with his fast vertical acceleration.
Dice can only activate his special power during a hitlag after he hits a ball by swinging again. His special power can be manipulated in numerous ways. He can move the ball in an arcing direction either left or right. After manipulating the ball either left or right, he can make the arc shallow more or less by using the normal directions. Once the ball hits the ground after it’s arc, it can do two things; It can launch off the ground at a shallow angle much like the switchflip angle if left or right are held, or if up is held, it will bounce vertically, similar to a down-bunt.
If the ball hits the wall, it will follow the wall like switch’s wall surf but the ball will always slide down the wall. Once it rides along the wall, it will reach the corner between the wall and the floor. Upon hitting a corner between the ground and a wall, it will use the previously explained shallow angle. However, if the ball touches the ceiling while arcing, it will ride the ceiling in the direction it was already going in.
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