Lethal League Blaze – a Guide on Candyman
I. Introduction (Welcome to your Madness)
Candyman is a hero based on his strong super and mix-up powers. This has great tools to use in the early burst, as well as a great alternate mobility option through the walls. He is, in my experience, one of the best characters to know because of his ability to acquire and use his powers efficiently and quickly. Not only that but because he’s so dependent on his super, he needs to know how to juggle if he thinks it’s necessary to have multiple hits on his ball. Learning these mechanics and their utility can be challenging, but with enough practice, you too will be able to play the Jawbreaking madman.
II. Moves and Angles (hold you on the Flip Side)
It’s important that you learn the angles of all characters in order to understand the matchup and counter the playstyle of another person, but Candyman’s can seem quite arduous.
There’s a helpful file assembled that highlights everyone’s angles, and I strongly recommend you look at it after this segment. There’s going to be a link.
Special characteristic (Movement through walls): While Candyman is running towards a wall, if he enters a crouch when he comes into contact with it, he will pass through to the other side of the map, it may be helpful or harmful. Use it with caution.
Bunt: While it’s not a weapon to chuck around crazily, it’s fantastic at early bursting because of its long reach forward and can catch any hits before it can get in.
Neutral Hit: a simple forward hit that sends the ball straight forward.
Neutral Hit angled up: a tactical angle with a successful mix-up opportunity at a late blast and a rare one.
Neutral Hit angled down (grounded): A good angle to be used to catch people who think you’re going to tempt a mix-up with your upward angle or try an angle loop.
Neutral Impact angled down (airborne): A way to send the ball back to you on most maps when you use unique.
Smash: A perfect overall device for Candyman’s early blast. Weak and repetitive angle late blast, but perfect for emergency conditions and different step environments. Can be used twice as long as a full jump or can be used for two energies.
Spike: A simple down hit.
Spike (forward): struck, pointed forward at a steep angle, almost close to Switch’s unique angle.
Spike (back): an upward hit that makes it possible to keep a game away from people who don’t like to jump or want to punish your landing.
Generally, his movements are very basic and have applications that are often improved by his mega.
Neutral Hit (Special): A good way to fix the ball for yourself if you’re in a poor spot or if you don’t have any hops left.
Neutral Hit angled up (Special): a fantastic weapon that can loop on all maps and be used to annoy the opponent.
Neutral Hit angled down (normal, grounded): Usually used to grab enemies who did not pay attention during the attack, which can be supplemented by the use of smash.
Neutral Hit angled down (special, airborne): a great way to follow a special that can sometimes catch eager opponents or be used to mix up after you land.
Smash (Special): It’s still a good tool, as the angle won’t change as long as you keep the stick in a neutral position. Usually used to confuse opponents, because the angle can be changed on a Smash (Special) but not on a regular Smash.
Spike (Special): In some situations, it can be used to catch opponents who are afraid of angled balls.
Spike (Special, Back): an incredibly interesting tool that can be buoyed and used to carry on the harassment and pressure of his special.
III. Playstyle and Gameplan (Small additional point)
This is a section that I don’t think needs to be made, but I’m expected to set some thoughts and provoke some inspiration.
On my view, Candyman needs to get a super early burst to make his late burst very effective. With the options and angles available from a neutral hit in the air, the only thing that makes him frighten is that his ability to use his special is something that the opponent will have to react to. This leads to Candyman having a good game of punishment and taking off the opponent’s stock.
It’s not worth the time to burst early so as not to hit the ball and lose out on all that chance, especially in scenarios where you accidentally (or not) break the ball in late burst and get punished for using a predictable 3-meter angle and no possibility for a mix-up.
That being said, Candyman, in my opinion, is not a good character unless he can infiltrate and receive the ball from a player who is in control of it.
IV. Special attributes and Up Angle Loops (Fun Part)
Now you’ve seen what Candyman’s movements do, and you know when to use his trick, so you’re just not sure how to follow up. Hell, even how to predict where the ball’s going to be.
First, realize that if you’re doing a smash, you can change the angle of the ball. This makes Candyman break an incredible late burst option. If you’re shattering, and you want a ball to go straight, then you’ve got to hold on.
Second, imagine that every stage is a grid.
That should make the follow-up a bit smoother if you don’t have the time or if you’re not in the correct place to use them up angle loop.
Second, what’s the heck is an angle loop? I’m pleased I am asking.
An up angle loop is a way that Candyman can use the stage’s different characteristics to constantly strike his special and make the strain a breeze. There are four different phase classifications that I have created. Switch, Replace, JumpHit, and the Police Department.
Loop is made up of Candyman’s cell, the Subway Train, the Paradise Field, and the Pool. These are stages that will return to their original position when you use angled hits. It ensures that Candyman will line up to strike his ball again by being in the same position as he was.
Alternate consists of the rocky arena of the first game (don’t know what the name is) and the Sewers. These are the points where you’re going to have to turn between the left and the right sides to get the circle.
JumpHit consists of the Elevator and the Switchbot Plant. These are the areas where you have to leap to get a second hit so you can either start using the double leap or lean down to reset the ball.
Police are the police car level, so they are in their own division. To make a loop on this diagram, you need to hop twice as far as you want to angle down to get the loop correct. This means that if you’re going to be able to reach this level, you will. I’ve just been able to JumpHit in some situations, so it might require some more precise timing and positioning. It will not loop properly, either, if you just want to JumpHit, but sometimes you have to do what you have to do.
I’ve been practicing these loops all the time in training mode, they’re nifty ways to remember how to track up your angle attacks and become muscle memory over time. This should make it easier to adapt and create more fascinating trends for your Jawbreaker.