Indie Pogo Wiki

Editing

Teslakid

1
  • The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit. If you are undoing an edit that is …
Latest revision Your text
Line 67: Line 67:
   
 
== Competitive Play ==
 
== Competitive Play ==
  +
 
=== <u>Attributes</u> ===
 
=== <u>Attributes</u> ===
 
{| class="article-table"
 
{| class="article-table"
Line 74: Line 75:
 
| colspan="4" rowspan="3" |
 
| colspan="4" rowspan="3" |
 
* Strong And Safe Initiation Tools
 
* Strong And Safe Initiation Tools
  +
 
* High Burst Damage Output
 
* High Burst Damage Output
  +
 
* Excellent Mobility
 
* Excellent Mobility
 
| colspan="4" rowspan="3" |
 
| colspan="4" rowspan="3" |
 
* At a huge disadvantage without magnetism.
 
* At a huge disadvantage without magnetism.
  +
 
* Lacks reliable downward + horizontal coverage
 
* Lacks reliable downward + horizontal coverage
 
|}
 
|}
   
=== <u>Techs and Strategies</u> ===
+
=== <u>Techs & Strategies</u> ===
 
{{Quote|quote = Tesla can be a very combo heavy character but is very weak from further ranges or stages with platforms. Try using his up aerial into his neutral air or the staff hit of his down air into his neutral air to not only mix up opponents but to do good damage|speaker = SaviourAzrael}}
 
{{Quote|quote = Tesla can be a very combo heavy character but is very weak from further ranges or stages with platforms. Try using his up aerial into his neutral air or the staff hit of his down air into his neutral air to not only mix up opponents but to do good damage|speaker = SaviourAzrael}}
 
{{Quote|quote = Some techskill notes for anyone playing Teslakid: double jump + neutral air gives you massive recovery height, absolutely essential if you're far offstage. Nair lets you cancel rollkick and fade back faster than any other option, and saves your double jump. You can use Nair fairly far from chargeball, then quickly release to have it pass through you. Rollkick can sometimes lead into the close hit of Dair, so take advantage of it if it does because that's a really good spike.|speaker = ¿Query?}}
 
{{Quote|quote = Some techskill notes for anyone playing Teslakid: double jump + neutral air gives you massive recovery height, absolutely essential if you're far offstage. Nair lets you cancel rollkick and fade back faster than any other option, and saves your double jump. You can use Nair fairly far from chargeball, then quickly release to have it pass through you. Rollkick can sometimes lead into the close hit of Dair, so take advantage of it if it does because that's a really good spike.|speaker = ¿Query?}}
 
{{Quote|quote = Teslakid's unique magnetism abilities make him a force to be reckoned with. A safe way to initiate with Teslakid is to apply pressure with his projectile, tossing it around to land a hit on an enemy trying to close in on you. Once your enemy is magnetized, you're gonna want to play aggro and use his abilities to pull enemies into huge combo chains. Keeping your distance and maintaining your magnetism effect on an enemy to initiate is key to succeeding with Teslakid.|speaker = Dead Line}}
 
{{Quote|quote = Teslakid's unique magnetism abilities make him a force to be reckoned with. A safe way to initiate with Teslakid is to apply pressure with his projectile, tossing it around to land a hit on an enemy trying to close in on you. Once your enemy is magnetized, you're gonna want to play aggro and use his abilities to pull enemies into huge combo chains. Keeping your distance and maintaining your magnetism effect on an enemy to initiate is key to succeeding with Teslakid.|speaker = Dead Line}}
<!--=== <u>Match-Up Chart</u>===-->
+
  +
=== <u>Match-Up Chart</u>===
  +
  +
TBA
   
 
== Update History ==
 
== Update History ==
  Loading editor
Below are some commonly used wiki markup codes. Simply click on what you want to use and it will appear in the edit box above.

View this template