Kyo Kusanagi(KOFXI): Unterschied zwischen den Versionen

Keine Änderung der Größe ,  6. September 2021
Keine Bearbeitungszusammenfassung
Zeile 64: Zeile 64:
| 5B(c)|| 8 || 4 ||<span style="color: blue;">+2</span> || <span style="color: blue;">+1</span> ||  
| 5B(c)|| 8 || 4 ||<span style="color: blue;">+2</span> || <span style="color: blue;">+1</span> ||  
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| 5B(f)|| 7 || 3 || <span style="color: red;">-2</span> || <span style="color: red;">-2</span> ||Leg has hurtbox for 4F after active time.
| 5B(f)|| 7 || 3 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span> ||Leg has hurtbox for 4F after active time.
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| 5C(c)|| 4 || 3+3 || <span style="color: blue;">+3</span> || <span style="color: blue;">+2</span> ||Arm has hurtbox for 5F after active time.
| 5C(c)|| 4 || 3+3 || <span style="color: blue;">+3</span> || <span style="color: blue;">+2</span> ||Arm has hurtbox for 5F after active time.
Zeile 136: Zeile 136:
| 236A>63214P>P|| 20 || 14 || KD || <span style="color: red;">-15</span> ||Low Hit. Hits OTG. No hurtbox on legs.
| 236A>63214P>P|| 20 || 14 || KD || <span style="color: red;">-15</span> ||Low Hit. Hits OTG. No hurtbox on legs.
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| 236A>63214P>B|| 24 || 3 || KD || <span style="color: red;">-15</span> ||Overhead. Hard Knockdown.
| 236A>63214P>B|| 24 || 3 || KD || <span style="color: red;">-5</span> ||Overhead. Hard Knockdown.
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| 236A>63214P>D|| 12/24* || 6+4 || <span style="color: red;">-9</span>/<span style="color: red;">-21</span>² || <span style="color: red;">-10</span>/<span style="color: red;">-22</span>²||Low Hit. *=if first hit whiffs. ²=if second hit whiffs.
| 236A>63214P>D|| 12/24* || 6+4 || <span style="color: red;">-9</span>/<span style="color: red;">-21</span>² || <span style="color: red;">-10</span>/<span style="color: red;">-22</span>²||Low Hit. *=if first hit whiffs. ²=if second hit whiffs.
Zeile 349: Zeile 349:
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== Special Attributes & Bugs ==
== Special Attributes & Bugs ==
*With Kyo, throwing an opponent into the corner will turn them around, allowing jump crossups.
*With Kyo, throwing an opponent into the corner will turn them around, allowing jump crossups.
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