Blue Mary(KOFXI): Unterschied zwischen den Versionen

keine Bearbeitungszusammenfassung
Keine Bearbeitungszusammenfassung
Zeile 4: Zeile 4:
| portrait = [[Image:KOFXI mary full.png]]
| portrait = [[Image:KOFXI mary full.png]]
|tier_rank = B
|tier_rank = B
|ratio_rank = 4 Punkte
|ratio_rank = 4 Points
|health = 109
|health = 109
|stun_gauge = 99
|stun_gauge = 99
Zeile 10: Zeile 10:
}}
}}


== Farben ==
== Colors ==
{| cellpadding="0" style="text-align: center;"
{| cellpadding="0" style="text-align: center;"
|[[Datei:KOFXI mary S.jpg]]
|[[Datei:KOFXI mary S.jpg]]
Zeile 59: Zeile 59:


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Stehende Angriffe
|+ Standing Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5A(c)'''
| style="background-color:#F9F9F9;" |'''5A(c)'''
Zeile 82: Zeile 82:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F13+14 Körper unverwundbar (Hurtbox wurde wohl vergessen).
| style="background-color:#F9F9F9;" |F13+14 body invulnerable (likely forgotten during development).
|-
|-
| style="background-color:#F9F9F9;" |'''5B(c)'''
| style="background-color:#F9F9F9;" |'''5B(c)'''
Zeile 138: Zeile 138:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Collision bewegt sich minmal während der Active-Time.
| style="background-color:#F9F9F9;" |Collision box slightly moves during Active-Time.
|-
|-
| style="background-color:#F9F9F9;" |'''6A'''
| style="background-color:#F9F9F9;" |'''6A'''
Zeile 146: Zeile 146:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |In der Luft ab F4. Landet auf F23. Gleicht der Cancel-Version.
| style="background-color:#F9F9F9;" |Airborne from F4. Lands on F23. Identical to the cancel version.
|-
|-
| style="background-color:#F9F9F9;" |'''6A(cancel)'''
| style="background-color:#F9F9F9;" |'''6A(cancel)'''
Zeile 154: Zeile 154:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |In der Luft ab F4. Landet auf F23. Gleicht der normalen Version.
| style="background-color:#F9F9F9;" |Airborne from F4. Lands on F23. Identical to the normal version.
|-
|-
| style="background-color:#F9F9F9;" |'''6B'''
| style="background-color:#F9F9F9;" |'''6B'''
Zeile 162: Zeile 162:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |In der Luft ab F11. Landet auf F28 (nur bei Whiff). Entspricht der Cancel-Version.
| style="background-color:#F9F9F9;" |Airborne from F11. Lands on F28 (only on whiff). Identical to the cancel version.
|-
|-
| style="background-color:#F9F9F9;" |'''6B(cancel)'''
| style="background-color:#F9F9F9;" |'''6B(cancel)'''
Zeile 170: Zeile 170:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |In der Luft ab F11. Landet auf F28 (nur bei Whiff). Entspricht der normalen Version.
| style="background-color:#F9F9F9;" |Airborne from F11. Lands on F28 (only on whiff). Identical to the normal version.
|-
|-
|}
|}


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Geduckte Angriffe
|+ Crouching Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2A'''
| style="background-color:#F9F9F9;" |'''2A'''
Zeile 190: Zeile 190:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Does not hit against Rolls (bug?)
|-
|-
| style="background-color:#F9F9F9;" |'''2B'''
| style="background-color:#F9F9F9;" |'''2B'''
Zeile 214: Zeile 214:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Low profile ab F1.
| style="background-color:#F9F9F9;" |Low profile from F1.
|-
|-
|}
|}


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Sprungangriffe
|+ Jump Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump A'''
| style="background-color:#F9F9F9;" |'''smalljump A'''
Zeile 230: Zeile 230:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |Arm hat Hurtbox auf F3. Gleiche Hitbox wie jump A.
| style="background-color:#F9F9F9;" |Arm has hurtbox on F3. Same hitbox as jump A.
|-
|-
| style="background-color:#F9F9F9;" |'''jump A'''
| style="background-color:#F9F9F9;" |'''jump A'''
Zeile 236: Zeile 236:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |Arm hat Hurtbox auf F4. Gleiche Hitbox wie smalljump A.
| style="background-color:#F9F9F9;" |Arm has hurtbox on F4. Same Hitbox as smalljump A.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump up B'''
| style="background-color:#F9F9F9;" |'''smalljump up B'''
Zeile 242: Zeile 242:
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |Bein hat Hurtbox auf F5. Gleiche Hitbox wie jump up B.
| style="background-color:#F9F9F9;" |Leg has hurtbox on F5. Same Hitbox as jump up B.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump B'''
| style="background-color:#F9F9F9;" |'''smalljump B'''
Zeile 248: Zeile 248:
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |Bein hat Hurtbox auf F3+F4. Gleiche Hitbox wie jump B.
| style="background-color:#F9F9F9;" |Leg has hurtbox on F3+F4. Same Hitbox as jump B.
|-
|-
| style="background-color:#F9F9F9;" |'''jump up B'''
| style="background-color:#F9F9F9;" |'''jump up B'''
Zeile 254: Zeile 254:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |Bein hat Hurtbox auf F6. Gleiche Hitbox wie smalljump up B.
| style="background-color:#F9F9F9;" |Leg has Hurtbox on F6. Same Hitbox as smalljump up B.
|-
|-
| style="background-color:#F9F9F9;" |'''jump B'''
| style="background-color:#F9F9F9;" |'''jump B'''
Zeile 260: Zeile 260:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |Bein hat Hurtbox auf F5+F6. Gleiche Hitbox wie smalljump B.
| style="background-color:#F9F9F9;" |Leg hat hurtbox on F5+F6. Same Hitbox as smalljump B.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump C'''
| style="background-color:#F9F9F9;" |'''smalljump C'''
Zeile 266: Zeile 266:
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie jump C.
| style="background-color:#F9F9F9;" |Same Hitbox as jump C.
|-
|-
| style="background-color:#F9F9F9;" |'''jump up C'''
| style="background-color:#F9F9F9;" |'''jump up C'''
Zeile 278: Zeile 278:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie smalljump C.
| style="background-color:#F9F9F9;" |Same Hitbox as smalljump C.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump D'''
| style="background-color:#F9F9F9;" |'''smalljump D'''
Zeile 284: Zeile 284:
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |13
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |2
| style="background-color:#F9F9F9;" |Bein hat Hurtbox auf F12. Gleiche Hitbox wie jump D.
| style="background-color:#F9F9F9;" |Leg has Hurtbox on F12. Same Hitbox as jump D.
|-
|-
| style="background-color:#F9F9F9;" |'''jump up D'''
| style="background-color:#F9F9F9;" |'''jump up D'''
Zeile 290: Zeile 290:
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |8
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |Bein hat Hurtbox auf F7.
| style="background-color:#F9F9F9;" |Leg has Hurtbox on F7.
|-
|-
| style="background-color:#F9F9F9;" |'''jump D'''
| style="background-color:#F9F9F9;" |'''jump D'''
Zeile 296: Zeile 296:
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |11
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |Bein hat Hurtbox auf F10. Gleiche Hitbox wie smalljump D.
| style="background-color:#F9F9F9;" |Leg has Hurtbox on F10. Same Hitbox as smalljump D.
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump E'''
| style="background-color:#F9F9F9;" |'''smalljump E'''
Zeile 302: Zeile 302:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |Arm hat Hurtbox auf F6. Gleiche Hitbox wie jump E.
| style="background-color:#F9F9F9;" |Arm has Hurtbox on F6. Same Hitbox as jump E.
|-
|-
| style="background-color:#F9F9F9;" |'''jump E'''
| style="background-color:#F9F9F9;" |'''jump E'''
Zeile 308: Zeile 308:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |Arm hat Hurtbox auf F9. Gleiche Hitbox wie smalljump E.
| style="background-color:#F9F9F9;" |Arm has Hurtbox on F9. Same Hitbox as smalljump E.
|-
|-
|}
|}
Zeile 314: Zeile 314:
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Specials & Supers
|+ Specials & Supers
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:100px;background-color:#D9D9D9;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''236A'''
| style="background-color:#F9F9F9;" |'''236A'''
Zeile 328: Zeile 328:
| style="background-color:#F9F9F9;" |+
| style="background-color:#F9F9F9;" |+
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |In der Luft ab F8. F1-36 im Counterhit-State (bis 1F nach der Active-Time). Kleine Hitbox in Teilen der Recovery.
| style="background-color:#F9F9F9;" |Airborne from F8. F1-36 in Counterhit-State (until 1F after the Active-Time). Small hurtbox in parts of the recovery.
|-
|-
| style="background-color:#F9F9F9;" |'''236C'''
| style="background-color:#F9F9F9;" |'''236C'''
Zeile 336: Zeile 336:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |In der Luft ab F9. Das Bein hat keine Hurtbox in den ersten 2 Active-Frames. F1-37 im Counterhit-State.
| style="background-color:#F9F9F9;" |Airborne from F9. Leg has no hurtbox in the first 2 Active-Frames. F1-37 Counterhit-State.
|-
|-
| style="background-color:#F9F9F9;" |'''[4],6B'''
| style="background-color:#F9F9F9;" |'''[4],6B'''
Zeile 344: Zeile 344:
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-30 im Counterhit-State (bis 4F nach der Active-Time).
| style="background-color:#F9F9F9;" |F1-30 in Counterhit-State (until 4F after the Active-Time).
|-
|-
| style="background-color:#F9F9F9;" |'''[4],6D'''
| style="background-color:#F9F9F9;" |'''[4],6D'''
Zeile 352: Zeile 352:
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Hurtbox auf dem Bein auf F18. Bis zum Ende der Active Time im Counterhit-State.
| style="background-color:#F9F9F9;" |Hurtbox on leg on F18. Counterhit state until end of active time.
|-
|-
| style="background-color:#F9F9F9;" |'''623B'''
| style="background-color:#F9F9F9;" |'''623B'''
Zeile 360: Zeile 360:
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-4 unverwundbar. F5-31 im Counterhit-State.
| style="background-color:#F9F9F9;" |F1-4 invul. F5-31 in Counterhit-State.
|-
|-
| style="background-color:#F9F9F9;" |'''623D'''
| style="background-color:#F9F9F9;" |'''623D'''
Zeile 368: Zeile 368:
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |In der Luft ab F11.
| style="background-color:#F9F9F9;" |Airborne from F11.
|-
|-
| style="background-color:#F9F9F9;" |'''63214B'''
| style="background-color:#F9F9F9;" |'''63214B'''
Zeile 376: Zeile 376:
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-25 im Counterhit-State. ~52F Dauer.
| style="background-color:#F9F9F9;" |F1-25 in Counterhit-State. ~52F duration.
|-
|-
| style="background-color:#F9F9F9;" |'''63214D'''
| style="background-color:#F9F9F9;" |'''63214D'''
Zeile 384: Zeile 384:
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-2 keine Hurtbox auf dem Arm. F1-25 im Counterhit-State. ~50F Dauer.
| style="background-color:#F9F9F9;" |F1-2 no Hurtbox on arm. F1-25 in Counterhit-State. ~50F duration.
|-
|-
| style="background-color:#F9F9F9;" |'''214A'''
| style="background-color:#F9F9F9;" |'''214A'''
Zeile 392: Zeile 392:
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |~65F (die ganze Dauer) im Counterhit-State.
| style="background-color:#F9F9F9;" |~65F (the whole duration) in Counterhit-State.
|-
|-
| style="background-color:#F9F9F9;" |'''214C'''
| style="background-color:#F9F9F9;" |'''214C'''
Zeile 400: Zeile 400:
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-24 unverwundbar gegen Schläge. F25-39 im Counterhit-State.
| style="background-color:#F9F9F9;" |F1-24 invul against attacks. F25-39 in Counterhit-State.
|-
|-
| style="background-color:#F9F9F9;" |'''214P>236P'''
| style="background-color:#F9F9F9;" |'''214P>236P'''
Zeile 408: Zeile 408:
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Wurf. F1-6 unverwundbar.
| style="background-color:#F9F9F9;" |Throw. F1-6 invul.
|-
|-
| style="background-color:#F9F9F9;" |'''2363214P'''
| style="background-color:#F9F9F9;" |'''2363214P'''
Zeile 416: Zeile 416:
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-10 unverwundbar.  
| style="background-color:#F9F9F9;" |F1-10 invul.  
|-
|-
| style="background-color:#F9F9F9;" |'''236236B'''
| style="background-color:#F9F9F9;" |'''236236B'''
Zeile 424: Zeile 424:
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1 unverwundbar. F2-23 im Counterhit-State.
| style="background-color:#F9F9F9;" |F1 invul. F2-23 Counterhit-State.
|-
|-
| style="background-color:#F9F9F9;" |'''236236D'''
| style="background-color:#F9F9F9;" |'''236236D'''
Zeile 432: Zeile 432:
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |-
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-12 unverwundbar (bis in die ersten 8F der Active-Time). F13-26 im Counterhit-State (bis 2F nach der Active-Time).
| style="background-color:#F9F9F9;" |F1-12 invul(until the first 8F of Active-Time). F13-26 in Counterhit-State (until 2F after Active-Time).
|-
|-
| style="background-color:#F9F9F9;" |'''63214,63214E'''
| style="background-color:#F9F9F9;" |'''63214,63214E'''
Zeile 440: Zeile 440:
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |N/A
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Auf den Beinen unverwundbar. F1-29 im Counterhit-State. Verliert gegen normal throw (vor dem freeze eingeben)
| style="background-color:#F9F9F9;" |Invul on legs. F1-29 in Counterhit-State. Loses against normal throw (put in before freeze!)
|-
|-
| style="background-color:#F9F9F9;" |'''63214,63214E (cancel)'''
| style="background-color:#F9F9F9;" |'''63214,63214E (cancel)'''
Zeile 453: Zeile 453:


== Strategie ==
== Strategie ==
*'''(TOURNEY BANNED):'''Garantierter Meaty LDM bei Incoming: geht nicht gegen Griffon, Kula, Ryo, Jenet, Hayate. Diese Charaktere dürfen bei Incoming als einzige sofort ohne Recovery handeln. In diesem Fall müssen sie framegenau nach dem Super Freeze springen, um von Mary's Super nicht getroffen zu werden. Danke für die Info an Sawakoro.
*'''(TOURNEY BANNED):'''Meaty LDM on incoming: does not work against Griffon, Kula, Ryo, Jenet, Hayate. These characters can act immediately on incoming and can evade the inescapable LDM bug. For this specific case, Griffon must jump with frame-perfect timing to avoid the LDM. Thanks for the information to Sawakoro.


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