Mega Electron Ball: Justice: Difference between revisions

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== Tips and Details ==
== Tips and Details ==
*[[Mega Electronballs]] are similar to regular Electronballs in behavior, with key differences - they count as a separate attack so they can be used anytime; as a starter, as a midcombo, and as a end combo piler, and in all entirety of being airborne as an anti-air move, and can be charged to increase size and range as well.
*[[Mega Electronball]]s are similar to regular Electronballs in behavior, with key differences - they count as a separate attack so they can be used anytime; as a starter, as a midcombo, and as a end combo piler, and in all entirety of being airborne as an anti-air move, and can be charged to increase size and range as well.
*Just like regular Electronballs, [[Mega Electronball]] deals two hits; an initial hit that only damages the first enemy it comes in contact with, and a second hit that deals splash damage to any enemy within range. The slight delay before casting is also present, so if one is hit the MP will be wasted.
*Just like regular Electronballs, [[Mega Electronball]] deals two hits; an initial hit that only damages the first enemy it comes in contact with, and a second hit that deals splash damage to any enemy within range. The slight delay before casting is also present, so if one is hit the MP will be wasted.
*It should be noted that the charge key i.e skill key you've assigned it to can be held down even during cooldown, and the time held down will count towards the charge time.
*It should be noted that the charge key i.e skill key you've assigned it to can be held down even during cooldown, and the time held down will count towards the charge time.
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