Kula Diamond(KOFXI): Unterschied zwischen den Versionen

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Zeile 118: Zeile 118:
| 214B>6B|| 9/18|| 2+n|| KD|| <span style="color: blue;">+0</span>*/<span style="color: red;">-6</span>*|| 8|| 2|| 2|| 0/12|| F+L|| || ||*=against thin+normal characters + point blank: both hits / one hit on guard. Against fat characters + when both hits connect: <span style="color: red;">-1</span>.
| 214B>6B|| 9/18|| 2+n|| KD|| <span style="color: blue;">+0</span>*/<span style="color: red;">-6</span>*|| 8|| 2|| 2|| 0/12|| F+L|| || ||*=against thin+normal characters + point blank: both hits / one hit on guard. Against fat characters + when both hits connect: <span style="color: red;">-1</span>.
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| 214D>6B|| 9/18|| 2+n|| KD|| <span style="color: red;">-3</span>/<span style="color: red;">-5</span>*|| 10|| 6|| 6|| 10/8|| F+L|| || ||Identical to 214B>6B. *=point blank (only second hit connects), thin+normal / fat characters. <span style="color: red;">-2</span> against Vanessa.
| 214D>6B|| 9/18|| 2+n|| KD|| <span style="color: red;">-3</span>/<span style="color: red;">-5</span>*|| 8|| 2|| 2|| 0/12|| F+L|| || ||Identical to 214B>6B. *=point blank (only second hit connects), thin+normal / fat characters. <span style="color: red;">-2</span> against Vanessa.
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| 214K>6D|| 8|| 12|| KD|| <span style="color: red;">-15</span>*|| || || || || F|| F1-10 F,<br>F11-end L|| F1-10 F,<br>F11-end L||Low Hit. Launches + allows juggles. Can be QSed. *=point blank
| 214K>6D|| 8|| 12|| KD|| <span style="color: red;">-15</span>*|| 10|| 6|| 6|| 10/8|| F|| F1-10 F,<br>F11-end L|| F1-10 F,<br>F11-end L||Low Hit. Launches + allows juggles. Can be QSed. *=point blank
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| 236A|| 15|| 7|| KD|| <span style="color: blue;">+2</span>|| || || || || F|| F1-8 F,<br>F9-end L|| F1-8 F,<br>F9-end L||Launches. Knockdown on air hit. Unblockable as a meaty, tourney-banned on incoming & okizeme.
| 236A|| 15|| 7|| KD|| <span style="color: blue;">+2</span>|| 12|| 10|| 10|| 0/8|| F|| F1-8 F,<br>F9-end L|| F1-8 F,<br>F9-end L||Launches. Knockdown on air hit. Unblockable as a meaty, tourney-banned on incoming & okizeme.
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| 236C|| 37|| 10|| <span style="color: blue;">+31</span>|| <span style="color: blue;">+17</span>|| || || || || F|| JA|| JA||Knockdown on air hit. Unblockable as a meaty, tourney-banned on incoming & okizeme.
| 236C|| 37|| 10|| <span style="color: blue;">+31</span>|| <span style="color: blue;">+17</span>|| 14|| 12|| 12|| 6/12|| F|| JA|| JA||Knockdown on air hit. Unblockable as a meaty, tourney-banned on incoming & okizeme.
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| 623A|| 5|| 12|| KD|| <span style="color: red;">-32</span>|| || || || || F+L|| JA|| F1-10/1-8 F*,<br>F11-19/10-28 L*||Crouching hurtbox F1-10. Airborne F11. All 14F of Landing Recovery in counter hit state. *= hitbox 1/2+3
| 623A|| 5|| 12|| KD|| <span style="color: red;">-32</span>|| 14|| 12|| 10|| 10/8|| F+L|| JA|| F1-10/1-8 F*,<br>F11-19/10-28 L*||Crouching hurtbox F1-10. Airborne F11. All 14F of Landing Recovery in counter hit state. *= hitbox 1/2+3
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| 623C|| 3|| 20|| KD|| <span style="color: red;">-42</span>|| || || || || F+L|| F1-8 F,<br>F9-20 L*|| F1-8 F,<br>F9-end L*||Upper feet invul F1-8. Airborne F9. All 14F of Landing Recovery in counter hit state. *=first hit (2nd&3rd have JA only)
| 623C|| 3|| 20|| KD|| <span style="color: red;">-42</span>|| 21|| 12|| 12|| 10/24|| F+L|| F1-8 F,<br>F9-20 L*|| F1-8 F,<br>F9-end L*||Upper feet invul F1-8. Airborne F9. All 14F of Landing Recovery in counter hit state. *=first hit (2nd&3rd have JA only)
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| 214P|| 9|| 4+4|| KD|| <span style="color: red;">-8</span>|| || || || || F+L|| JA|| F1-wall N,<br>F1-16 F*,<br>F17-end L||F1-19 counterhit-state. Reflects projectiles F6-19. Hard Knockdown. Wall Bounce on counter hit. *=Start of wall bounce.
| 214A|| 9|| 4+4|| KD|| <span style="color: red;">-8</span>|| 14|| 13|| 12|| 10/8|| F+L|| JA|| F1-wall N,<br>F1-16 F*,<br>F17-end L||F1-19 counterhit-state. Reflects projectiles F6-19. Hard Knockdown. Wall Bounce on counter hit. *=Start of wall bounce.
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| 214C|| 9|| 4+4|| KD|| <span style="color: red;">-8</span>|| 16|| 13|| 13|| 10/8|| F+L|| JA|| F1-wall N,<br>F1-16 F*,<br>F17-end L||Strictly better than 214A? F1-19 counterhit-state. Reflects projectiles F6-19. Hard Knockdown. Wall Bounce on counter hit. *=Start of wall bounce.
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| 214P(proj.)|| X|| X|| X|| <span style="color: red;">-X</span>|| 12|| 0|| 0|| 0/8|| x|| x|| x||Projectile that only spawns when an enemy projectile is reflected with 214P.
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| j.236B|| 29|| n|| KD|| <span style="color: red;">-4</span>*|| || || || || F+L|| F1-8 F,<br>F9-28 L|| F1-8 F,<br>F9-end L||"Diamond Shoot". 45° Angle down. 10F landing recovery in CH-state. *=point blank & from lowest possible height
| j.236B|| 29|| n|| KD|| <span style="color: red;">-4</span>*|| || || || || F+L|| F1-8 F,<br>F9-28 L|| F1-8 F,<br>F9-end L||"Diamond Shoot". 45° Angle down. 10F landing recovery in CH-state. *=point blank & from lowest possible height
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