Kula Diamond(KOFXI): Unterschied zwischen den Versionen

Zeile 138: Zeile 138:
|214C|| 9|| 4+4|| KD(+46)|| <span style="color: red;">-8</span>|| 16|| 13|| 13|| 10/8|| F+L|| JA|| F1-wall F,<br>F1-6L*,<br>F7-22 F,F23-end L||Strictly better than 214A. F1-19 counterhit-state. Reflects projectiles F6-19. 37F total duration. Hard Knockdown. Wall Bounce on Counter Hit (not on trade). *=Start of wall bounce hit stop.
|214C|| 9|| 4+4|| KD(+46)|| <span style="color: red;">-8</span>|| 16|| 13|| 13|| 10/8|| F+L|| JA|| F1-wall F,<br>F1-6L*,<br>F7-22 F,F23-end L||Strictly better than 214A. F1-19 counterhit-state. Reflects projectiles F6-19. 37F total duration. Hard Knockdown. Wall Bounce on Counter Hit (not on trade). *=Start of wall bounce hit stop.
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|214P(proj.)|| 11|| n|| KD|| <span style="color: red;">-8</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. 38F total duration. *=point blank (eg. against Oswald's 623A). *2= gains meter as the projectile flies, then twice as it connects - the Conqueror's Guide lists meter erroneously as 0/8.
|214P(proj.)|| 11|| n|| KD|| <span style="color: red;">-8</span>*|| 12|| 0|| 0|| 0/10+8+10*|| x|| F1-20 F,<br>F21-end L|| F1-20 F,<br>F21-end L||Projectile that only spawns when an enemy projectile is reflected with 214P. 38F total duration. *=point blank (eg. against Oswald's 623A). *2= 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.  Earliest possible timing = F2 of jump. *=point blank & from lowest possible height.
|j.236B|| 29|| n|| KD|| <span style="color: red;">-4</span>*|| 12|| 6|| 10|| 0/10|| F+L|| F1-20 F,<br>F21-40 L|| F1-20 F,<br>F21-end L||"Diamond Shoot". 45° Angle down. 10F landing recovery in CH-state.  Earliest possible timing = F2 of jump. *=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. Earliest possible timing = F2 of jump. *=point blank & from lowest possible height
|j.236D|| 29|| n|| KD|| <span style="color: red;">-4</span>*|| 12|| 6|| 10|| 0/10|| F+L|| F1-20 F,<br>F21-40 L|| F1-20 F,<br>F21-end L||Diamond Shoot". Angled forwards. 10F landing recovery in CH-state. Allows juggles after. Earliest possible timing = F2 of jump. *=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).
|236236A|| 8|| 6+8|| KD|| <span style="color: red;">-12</span>|| 35|| 0|| 0|| 0|| F+L|| JA|| F1-20 F,<br>F21-40 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).
|236236C|| 22|| 14|| KD|| <span style="color: red;">-12</span>|| 35|| 0|| 0|| 0|| F+L|| JA|| F1-20 F,<br>F21-40 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.
|236236E|| 7|| 38|| KD|| <span style="color: red;">-29</span>*|| 48|| 0|| 0|| 0|| F+L|| F1-20 F/JA*,<br>F21-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.
|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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