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| style="background-color:#F9F9F9;" |Queen(623X) | | style="background-color:#F9F9F9;" |Queen(623X) | ||
| style="background-color:#F9F9F9;" |[[Bild:kofxi_oswald_623X_1.png]][[Bild:kofxi_oswald_623P(2).png]] | | style="background-color:#F9F9F9;" |[[Bild:kofxi_oswald_623X_1.png]][[Bild:kofxi_oswald_623P(2).png]] | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |57*/~61* | ||
| style="background-color:#F9F9F9;" |13/13/14/17* | | style="background-color:#F9F9F9;" |13/13/14/17* | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |+ | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |+ | ||
| style="background-color:#F9F9F9;" |Button determines range. | | style="background-color:#F9F9F9;" |Button determines range. *=active on F57, but far above Oswald. Hits ~F61 against standing opponents. Negates projectiles from F26 until end of active time. *2=A/B/C/D. D-Version builds more meter on whiff than the others. | ||
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| style="background-color:#F9F9F9;" |King(421K) | | style="background-color:#F9F9F9;" |King(421K) | ||
| style="background-color:#F9F9F9;" |[[Bild:kofxi_oswald_421K.png]][[Bild:kofxi_oswald_421K_2.png]] | | style="background-color:#F9F9F9;" |[[Bild:kofxi_oswald_421K.png]][[Bild:kofxi_oswald_421K_2.png]] | ||
| style="background-color:#F9F9F9;" |4 | | style="background-color:#F9F9F9;" |4 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |17 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |Mid- & High Counter. F1-8 only invul on feet. B-Version teleports behind, D-Version behind & in the air. | | style="background-color:#F9F9F9;" |Mid- & High Counter. F1-8 only invul on feet. B-Version teleports behind, D-Version behind & in the air. | ||
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| style="background-color:#F9F9F9;" |25+1 | | style="background-color:#F9F9F9;" |25+1 | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |- | | style="background-color:#F9F9F9;" |-9 | ||
| style="background-color:#F9F9F9;" |F1 invul. Button can be held to spin in place & reflect projectiles. A-Version has a smaller vertical hitbox. | | style="background-color:#F9F9F9;" |F1 invul. Button can be held to spin in place & reflect projectiles. A-Version has a smaller vertical hitbox. | ||
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| style="background-color:#F9F9F9;" |23+1 | | style="background-color:#F9F9F9;" |23+1 | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |- | | style="background-color:#F9F9F9;" |-9 | ||
| style="background-color:#F9F9F9;" |Button can be held to spin in place & reflect projectiles. C-Version moves Oswald further than A-Version. | | style="background-color:#F9F9F9;" |F1 invul. Button can be held to spin in place & reflect projectiles. C-Version moves Oswald further than A-Version & has bigger hurtbox. | ||
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| style="background-color:#F9F9F9;" |10JQKA(63214,63214P) | | style="background-color:#F9F9F9;" |10JQKA(63214,63214P) | ||
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| style="background-color:#F9F9F9;" |10 | | style="background-color:#F9F9F9;" |10 | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |- | | style="background-color:#F9F9F9;" |-30 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |F1-18 invul. Counter Hit State during recovery. | ||
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| style="background-color:#F9F9F9;" |JOKER([4],646E) | | style="background-color:#F9F9F9;" |JOKER([4],646E) | ||
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| style="background-color:#F9F9F9;" |36 | | style="background-color:#F9F9F9;" |36 | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |- | | style="background-color:#F9F9F9;" |-27 | ||
| style="background-color:#F9F9F9;" |1F invul. After freeze invul on legs. Has juggle-anywhere property. | | style="background-color:#F9F9F9;" |1F invul. After freeze invul on legs. Has juggle-anywhere property. | ||
|} | |} |
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