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| 623C ||25 || 3 || KD || <span style="color: red;">-7</span> ||F1-9 fully invul. F10-15 invul on feet & upper body. F16-24 upper body invul. 25-39 head invul (crouched hurtbox). 40-48 upper body invul. F49-52 standing recovery. | | 623C ||25 || 3 || KD || <span style="color: red;">-7</span> ||F1-9 fully invul. F10-15 invul on feet & upper body. F16-24 upper body invul. 25-39 head invul (crouched hurtbox). 40-48 upper body invul. F49-52 standing recovery. | ||
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| 214B ||10 || 16 || <span style="color: blue;">+5/+23*</span> || / ||*=recovery can be cancelled, giving more advantage. F1-3 upper body invul (crouching hurtbox). F4-9 upper body invul & hurtbox moved backwards. F26-38 recovery. 18F invul on hit. Hit animation can be cancelled into attacks. Attacking immediately removes invulnerability. | | 214B ||10 || 16 || <span style="color: blue;">+5/+23*</span> || / ||*=recovery can be cancelled, giving more advantage. Hitbox = 80x204. F1-3 upper body invul (crouching hurtbox). F4-9 upper body invul & hurtbox moved backwards. F26-38 recovery. 18F invul on hit. Hit animation can be cancelled into attacks. Attacking immediately removes invulnerability. | ||
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| 214D ||11 || 20 || <span style="color: blue;">+5/+23*</span> || / ||*=recovery can be cancelled, giving more advantage. F1-3 upper body invul (crouching hurtbox). F4-10 upper body invul & hurtbox moved backwards. F31-43 recovery. | | 214D ||11 || 20 || <span style="color: blue;">+5/+23*</span> || / ||*=recovery can be cancelled, giving more advantage. Hitbox = 88x204. F1-3 upper body invul (crouching hurtbox). F4-10 upper body invul & hurtbox moved backwards. F31-43 recovery. | ||
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