21.992
Bearbeitungen
| Zeile 76: | Zeile 76: | ||
| GC|| 5 || 8|| KD|| <span style="color: red;">-18</span>|| 5|| 0|| 0|| 0|| ?|| N|| F1-8 F,<br>F9-28 L|| | | GC|| 5 || 8|| KD|| <span style="color: red;">-18</span>|| 5|| 0|| 0|| 0|| ?|| N|| F1-8 F,<br>F9-28 L|| | ||
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| 6A|| 19|| 21|| KD|| <span style="color: red;">-22</span>|| 15|| 14|| 12|| 14|| F+L|| N|| F1-wall N,<br>F1-16 F*,<br>F17-end L*||Hard Knockdown. Wall Bounce on CH. Super Cancel. *=Start of wall bounce. | |'''One Inch'''<br>6A|| 19|| 21|| KD|| <span style="color: red;">-22</span>|| 15|| 14|| 12|| 14|| F+L|| N|| F1-wall N,<br>F1-16 F*,<br>F17-end L*||Hard Knockdown. Wall Bounce on CH. Super Cancel. *=Start of wall bounce. | ||
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| 6A(can)|| 14|| 15|| <span style="color: red;">-15</span>|| <span style="color: red;">-16</span>|| 7|| 7|| 5|| 14|| F+L|| N|| N||Hard knockdown on air hit. | |'''One Inch'''<br>6A(can)|| 14|| 15|| <span style="color: red;">-15</span>|| <span style="color: red;">-16</span>|| 7|| 7|| 5|| 14|| F+L|| N|| N||Hard knockdown on air hit. | ||
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| Saving Shift|| ? || n*|| /|| /|| ?|| || || || || N|| F1-8 F,<br>F9-28 L||Active until landing. 9F/10F recovery (hit/whiff). | | Saving Shift|| ? || n*|| /|| /|| ?|| || || || || N|| F1-8 F,<br>F9-28 L||Active until landing. 9F/10F recovery (hit/whiff). | ||
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| 3C|| 19 || 18|| KD|| <span style="color: red;">-4</span>|| 18|| 12|| 12|| 12|| F+L|| JA|| F1-8 F,<br>F9-28 L||All 3 hits Knockdown on air hit & QS. 3rd hit hard knockdown on ground hit. Wall Bounce on ground CH. | |'''Critical Ice'''<br>3C|| 19 || 18|| KD|| <span style="color: red;">-4</span>|| 18|| 12|| 12|| 12|| F+L|| JA|| F1-8 F,<br>F9-28 L||All 3 hits Knockdown on air hit & QS. 3rd hit hard knockdown on ground hit. Wall Bounce on ground CH. | ||
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| 2A|| 8 || 4|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| 4|| 6|| 6|| 8|| F+L|| JA|| F1-14 F|| | | 2A|| 8 || 4|| <span style="color: red;">-1</span>|| <span style="color: red;">-2</span>|| 4|| 6|| 6|| 8|| F+L|| JA|| F1-14 F|| | ||
| Zeile 112: | Zeile 112: | ||
| j.E || 12|| 5|| /|| /|| 14|| 10|| 10|| 16|| F+L|| N|| F1-8F,<br>F9-28 L|| | | j.E || 12|| 5|| /|| /|| 14|| 10|| 10|| 16|| F+L|| N|| F1-8F,<br>F9-28 L|| | ||
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| 214B|| 15|| 5|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span>|| 12|| 10|| 10|| 10/8|| F+L|| F1-8 F,<br>F9-end L|| F1-8 F,<br>F9-end L||F1-6 invul. F7-19 in counterhit-state. 20F landing recovery, of which F2-19 can be cancelled into followups. | |'''Ray Spin'''<br>214B|| 15|| 5|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span>|| 12|| 10|| 10|| 10/8|| F+L|| F1-8 F,<br>F9-end L|| F1-8 F,<br>F9-end L||F1-6 invul. F7-19 in counterhit-state. 20F landing recovery, of which F2-19 can be cancelled into followups. | ||
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| 214D|| 22|| 3+3|| KD|| <span style="color: blue;">+10</span>|| 14|| 24|| 24|| 10/16|| F+L|| F1-8 F,<br>F9-end L/F9-28 L*||F1-8 F,F9-end L*||F1-8 crouched hurtbox. F9 airborne. F1-40 in counterhit-state (until landing). 16F landing recovery, of which F2-15 can be cancelled into followups. *=first/second hit, *2=both hits. | |'''Ray Spin'''<br>214D|| 22|| 3+3|| KD|| <span style="color: blue;">+10</span>|| 14|| 24|| 24|| 10/16|| F+L|| F1-8 F,<br>F9-end L/F9-28 L*||F1-8 F,F9-end L*||F1-8 crouched hurtbox. F9 airborne. F1-40 in counterhit-state (until landing). 16F landing recovery, of which F2-15 can be cancelled into followups. *=first/second hit, *2=both hits. | ||
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| 214K>6B(1)|| 9|| 2|| KD|| ?|| 8|| 2|| 2|| 0/12|| /|| F1-8 F,<br>F9-end L|| F1-8 F,<br>F9-end L||Physical hit of 6B. Usually only connects on back-turned enemies. Cannot juggle at all. | |'''Stand(1)'''<br>214K>6B(1)|| 9|| 2|| KD|| ?|| 8|| 2|| 2|| 0/12|| /|| F1-8 F,<br>F9-end L|| F1-8 F,<br>F9-end L||Physical hit of 6B. Usually only connects on back-turned enemies. Cannot juggle at all. | ||
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| 214B>6B(2)|| 18|| n|| KD|| <span style="color: blue;">+0</span>*/<span style="color: red;">-6</span>*|| 8|| 2|| 2|| 0/12|| F+L|| F1-8 F,<br>F9-end L|| F1-8 F,<br>F9-end L||Projectile hit of 6B. *=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>. | |'''Stand(2)'''<br>214B>6B(2)|| 18|| n|| KD|| <span style="color: blue;">+0</span>*/<span style="color: red;">-6</span>*|| 8|| 2|| 2|| 0/12|| F+L|| F1-8 F,<br>F9-end L|| F1-8 F,<br>F9-end L||Projectile hit of 6B. *=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(2)|| 18|| 2+n|| KD|| <span style="color: red;">-3</span>/<span style="color: red;">-5</span>*|| 8|| 2|| 2|| 0/12|| F+L|| F1-8 F,<br>F9-end L|| F1-8 F,<br>F9-end L||Identical to 214B>6B(2), but different advantage. *=point blank (only second hit connects), thin+normal / fat characters. Against Vanessa: <span style="color: red;">-2</span>. | |'''Stand(2)'''<br>214D>6B(2)|| 18|| 2+n|| KD|| <span style="color: red;">-3</span>/<span style="color: red;">-5</span>*|| 8|| 2|| 2|| 0/12|| F+L|| F1-8 F,<br>F9-end L|| F1-8 F,<br>F9-end L||Identical to 214B>6B(2), but different advantage. *=point blank (only second hit connects), thin+normal / fat characters. Against Vanessa: <span style="color: red;">-2</span>. | ||
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| 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 | |'''Sit'''<br>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>|| 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. | |'''Diamond Breath'''<br>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>|| 14|| 12|| 12|| 6/12|| F|| JA|| JA||Knockdown on air hit. Unblockable as a meaty, tourney-banned on incoming & okizeme. | |'''Diamond Breath'''<br>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>|| 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 | |'''Crow Bites'''<br>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>|| 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) | |'''Crow Bites'''<br>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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| 214A|| 9|| 4+4|| KD(+46)|| <span style="color: blue;">+3</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. 37F total duration. Hard Knockdown. Wall Bounce on counter hit. *=point blank (eg. against Oswald's 623A). *2=Start of wall bounce. | |'''Counter Shell(1)'''<br>214A|| 9|| 4+4|| KD(+46)|| <span style="color: blue;">+3</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. 37F total duration. Hard Knockdown. Wall Bounce on counter hit. *=point blank (eg. against Oswald's 623A). *2=Start of wall bounce. | ||
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| 214C|| 9|| 4+4|| KD(+46)|| <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. 37F total duration. Hard Knockdown. Wall Bounce on counter hit. *=Start of wall bounce. | |'''Counter Shell(1)'''<br>214C|| 9|| 4+4|| KD(+46)|| <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. 37F total duration. Hard Knockdown. Wall Bounce on counter hit. *=Start of wall bounce. | ||
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| 214P(proj.)|| 11|| n|| KD|| <span style="color: red;">-X</span>|| 12|| 0|| 0|| 0/10+8+10*|| x|| F1-8 F,<br>F9-end L|| F1-8 F,<br>F9-end L||Projectile that only spawns when an enemy projectile is reflected with 214P. *= gains meter as the projectile flies, then twice as it connects - the Conqueror's Guide lists meter erroneously as 0/8. | |'''Counter Shell(2)'''<br>214P(proj.)|| 11|| n|| KD|| <span style="color: red;">-X</span>|| 12|| 0|| 0|| 0/10+8+10*|| x|| F1-8 F,<br>F9-end L|| F1-8 F,<br>F9-end L||Projectile that only spawns when an enemy projectile is reflected with 214P. *= gains meter as the projectile flies, then twice as it connects - the Conqueror's Guide lists meter erroneously as 0/8. | ||
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| j.236B|| 29|| n|| KD|| <span style="color: red;">-4</span>*|| 12|| 6|| 10|| 0/10|| 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 | |'''Diamond Shoot'''<br>j.236B|| 29|| n|| KD|| <span style="color: red;">-4</span>*|| 12|| 6|| 10|| 0/10|| 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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| j.236D|| 29|| n|| KD|| <span style="color: red;">-4</span>*|| 12|| 6|| 10|| 0/10|| F+L|| F1-8 F,<br>F9-28 L|| F1-8 F,<br>F9-end L||Diamond Shoot". Angled forwards. 10F landing recovery in CH-state. Allows juggles after. *=point blank & from lowest possible height | |'''Diamond Shoot'''<br>j.236D|| 29|| n|| KD|| <span style="color: red;">-4</span>*|| 12|| 6|| 10|| 0/10|| F+L|| F1-8 F,<br>F9-28 L|| F1-8 F,<br>F9-end L||Diamond Shoot". Angled forwards. 10F landing recovery in CH-state. Allows juggles after. *=point blank & from lowest possible height | ||
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| 236236A|| 8|| 6+8|| KD|| <span style="color: red;">-12</span>|| 35|| 0|| 0|| 0|| F+L|| JA|| F1-8 F,<br>F9-28 L||F2-26 counterhit-state. F27-50 recovery. Negates projectiles F8-26 (19F). | |'''Diamond Edge'''<br>236236A|| 8|| 6+8|| KD|| <span style="color: red;">-12</span>|| 35|| 0|| 0|| 0|| F+L|| JA|| F1-8 F,<br>F9-28 L||F2-26 counterhit-state. F27-50 recovery. Negates projectiles F8-26 (19F). | ||
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| 236236C|| 22|| 14|| KD|| <span style="color: red;">-12</span>|| 35|| 0|| 0|| 0|| F+L|| JA|| F1-8 F,<br>F9-28 L||F1-11 invul. F12-35 counterhit-state. F36-48 recovery. Negates projectiles F22-40 (19F). | |'''Diamond Edge'''<br>236236C|| 22|| 14|| KD|| <span style="color: red;">-12</span>|| 35|| 0|| 0|| 0|| F+L|| JA|| F1-8 F,<br>F9-28 L||F1-11 invul. F12-35 counterhit-state. F36-48 recovery. Negates projectiles F22-40 (19F). | ||
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| 236236E|| 7|| 38|| KD|| <span style="color: red;">-29</span>*|| 48|| 0|| 0|| 0|| F+L|| F1-8 F/JA*,<br>F9-end L/JA*|| F1-8 F/JA*,<br>F9-end L/JA*||F1-7 invul. F8-48 low hurtbox & counterhit-state. F49-52 head only counterhit-state. F53-66 standing recovery. Costs 2 Super Stocks. *1= 1st+2nd/3rd pillars. *2=Point Blank in the corner, usually is advantageous. | |'''MAX Diamond Edge'''<br>236236E|| 7|| 38|| KD|| <span style="color: red;">-29</span>*|| 48|| 0|| 0|| 0|| F+L|| F1-8 F/JA*,<br>F9-end L/JA*|| F1-8 F/JA*,<br>F9-end L/JA*||F1-7 invul. F8-48 low hurtbox & counterhit-state. F49-52 head only counterhit-state. F53-66 standing recovery. Costs 2 Super Stocks. *1= 1st+2nd/3rd pillars. *2=Point Blank in the corner, usually is advantageous. | ||
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| 214214E|| 13|| n|| KD|| <span style="color: red;">-36</span>|| 60|| 0|| 0|| 0|| JA|| JA|| JA||Juggle anywhere. F1-31 invul. F32-37 CH-state. F38-78 invul. F79 guard-only recovery. | |'''Freeze Execution'''<br>214214E|| 13|| n|| KD|| <span style="color: red;">-36</span>|| 60|| 0|| 0|| 0|| JA|| JA|| JA||Juggle anywhere. F1-31 invul. F32-37 CH-state. F38-78 invul. F79 guard-only recovery. | ||
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|} | |} | ||