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EDIT:
If you need more information, the rest of the guide is shown below. I didn't copy/paste the above, so what's shown below might be worded better.
[previewicon=2361134;sizeOriginal,inline;player0Fullshot.png][/previewicon]
Raptor is a rookie in the Lethal League scene, hailing from the south. Though young, he’s very determined and fiercely competitive. His weapon of choice is a metal baseball bat and his special ability allows him to twist around and quickly hit the ball two times in a row.
Raptor's angles are generally inverted versions of the other character's angles. Instead of having a shallow neutral-up and a steep neutral-down, he has a steep neutral-up and a shallow neutral-down. His neutral-down angle becomes slightly more steep in the air, but not by much.
If the long version of his special is used on the ground without specifying a direction (holding down, left, right, up, etc.), his smash angle will be used. This does not work in the air, although special smash effects will play if the long version of his special is used on a corpse in the air.
Raptor is generally rather nimble compared to the other characters. He's short, his crouch isn't too tall, his acceleration and max speed are rather fast, and he has decent vertical acceleration.
Raptor can wall-jump by jumping on a wall and jumping off again. He can also wall-slide, allowing him to time his wall-jump more precisely or give himself extra time to strike a ball moving across the bottom of the stage.
Raptor's special seems simple, but is actually one of the most complex specials in the game, aside from Dice.
By attacking again during hitlag, Raptor can initiate a whirlwind attack. After a short time, the ball will fly off again. Numerous things can be controlled here.
It is wise to note that, while Raptor has a short and long version of his special, the special can be ended at any time by simply letting go. This allows you to keep his special going until you notice a weak point; whether it be your opponent facing the wrong direction, beginning to charge, striking prematurely, etc. they'll most likely die if you send the ball at them without waiting for the timer to run out.
I hate making control scheme changes when I'm comfortable with a certain way things are.
Only.
Hold on, lemme go test the distance from this window to the ground.
As you're Rapter mastor, it was so obvious that I havn't even bothered to mention you.
For the X +B combo (Also used for quickparries), I slightly rotate my hand around the controller, enough so I can hit B with the outside edge of my thumb while holding B. Feels a lot less awkward than the explanation sounds, I assure you. lol
But since I've kept it all as defaults, various tricks are locked into my muscle memory as gestures- A jump + quickparry (AXB) is something of a circular sweeping motion, a rising bunt (A, slight delay, B) is rolling my thumb up... Things like that.
You can get surprisingly good with defaults, actually