(→Throws) |
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}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | hcf + lk | H | 20x2 | 13 | 7 | 18 | -1 | -4 | - | 3,3 | 0,0 | 0 | ||
| Whiffs on airborne opponent | | Whiffs on airborne opponent | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | hcf + mk | H | 20x2 | 13 | 7 | 18 | -1 | -4 | - | 3,3 | 0,0 | 0 | ||
| Whiffs on airborne opponent | | Whiffs on airborne opponent | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | hcf + hk | H | 20x2 | 15 | 7 | 18 | -1 | -4 | - | 3,3 | 0,0 | 0 | ||
| Whiffs on airborne opponent | | Whiffs on airborne opponent | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | hcf + k k | H | 30x2 | 10 | 7 | 13 | +6 | +1 | - | 3,3 | 0,0 | 0 | ||
| [[File:ex.png]] <br> Projectile invulnerability frames 1-6 | | [[File:ex.png]] <br> Projectile invulnerability frames 1-6 | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | Spinner Ball --- p | H | 70 | 12 | 6 | 19 | float | -3 | - | 3 | 3 | 0 | ||
| - | | - | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | Spinner Ball --- k | M | 50 | 28 | 7 | 27(31 on whiff) | hard knockdown | -13 | - | 3,3 | 3,3 | 0 | ||
| '''**LC''' <br> Airborne frames 18-31 | | '''**LC''' <br> Airborne frames 18-31 | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | Spinner Ball --- d + k | L,H | 30,25x2 | 21 | 4(10)3 | 29 | float | -14 | - | 3,3,3 | 0,1,1 | 0 | ||
| Upper body projectile invulnerability frames 1-35, Airborne frames 36-45 | | Upper body projectile invulnerability frames 1-35, Airborne frames 36-45 | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | dp + lp | H | 60 | 6 | 5 | 29 | -5 | -22 | - | 3 | 3 | 0 | ||
| Upper body invulnerability frames 1-4, strike invulnerability frames 5-6, Airborne frames 5-26, Whiffs on crouching opponent | | Upper body invulnerability frames 1-4, strike invulnerability frames 5-6, Airborne frames 5-26, Whiffs on crouching opponent | ||
| This is Bob's primary anti-air option, being much faster than the other versions and guaranteeing a followup combo. | | This is Bob's primary anti-air option, being much faster than the other versions and guaranteeing a followup combo. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | dp + mp | H | 70 | 11 | 5 | 29 | 0 | -17 | - | 3 | 3 | 0 | ||
| Upper body invulnerability frames 1-6, strike invulnerability frames 7-10, Airborne frames 7-27, Whiffs on crouching opponent | | Upper body invulnerability frames 1-6, strike invulnerability frames 7-10, Airborne frames 7-27, Whiffs on crouching opponent | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | dp + hp | H | 80 | 16 | 5 | 29 | 0 | -17 | - | 3 | 3 | 0 | ||
| Upper body invulnerability frames 1-8, strike invulnerability frames 9-17, Airborne frames 9-32, Whiffs on crouching opponent | | Upper body invulnerability frames 1-8, strike invulnerability frames 9-17, Airborne frames 9-32, Whiffs on crouching opponent | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | dp + p p | H | 90 | 6 | 6 | 28 | 0 | -17 | - | 3 | 3 | 0 | ||
| [[File:ex.png]] <br> Invulnerability frames 1-6, Airborne frames 6-26, Whiffs on crouching opponent | | [[File:ex.png]] <br> Invulnerability frames 1-6, Airborne frames 6-26, Whiffs on crouching opponent | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | Cracker --- p | M | 50 | 23 | 4 | 24 | -3 | -11 | - | 5 | 0 | 0 | ||
| 1st and 2nd active frame whiffs on airborne. 3rd and 4th active frame cause ground bounce. | | 1st and 2nd active frame whiffs on airborne. 3rd and 4th active frame cause ground bounce. | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | Cracker --- k | H | 120 | 21 | 6 | 26 | knockdown | -10 | - | 10 | 0 | 0 | ||
| '''**LC''' <br> Airborne frames 18-30 | | '''**LC''' <br> Airborne frames 18-30 | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | dp + lk | - | - | 10 | - | 23 | - | - | - | - | - | - | ||
| Upper body projectile invulnerability frames 1-21 | | Upper body projectile invulnerability frames 1-21 | ||
| Special Step is Bob's main anti-fireball tool. Often followed up with '''Apres Sweep''' (LK) as a relatively safe way to reset to neutral. LK Special Step doesn't move as far but can be canceled earlier, making it preferable for pressure situations and certain combos. | | Special Step is Bob's main anti-fireball tool. Often followed up with '''Apres Sweep''' (LK) as a relatively safe way to reset to neutral. LK Special Step doesn't move as far but can be canceled earlier, making it preferable for pressure situations and certain combos. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | dp + mk | - | - | 11 | - | 23 | - | - | - | - | - | - | ||
| Upper body projectile invulnerability frames 1-22 | | Upper body projectile invulnerability frames 1-22 | ||
| MK Special Step is the middle ground for cancel timing and distance, but it's much closer to the LK version than the HK version. | | MK Special Step is the middle ground for cancel timing and distance, but it's much closer to the LK version than the HK version. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | dp + hk | - | - | 14 | - | 23 | - | - | - | - | - | - | ||
| Upper body projectile invulnerability frames 1-25 | | Upper body projectile invulnerability frames 1-25 | ||
| HK Special Step moves the farthest, but it has the longest delay before followups come out. | | HK Special Step moves the farthest, but it has the longest delay before followups come out. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | dp + k k | - | - | 10 | - | 18 | - | - | - | - | - | - | ||
| [[File:ex.png]] <br> Upper body invulnerability frames 1-22, Lower body projectile invulnerability frames 1-22, 1 point of armor during frames 1-22 | | [[File:ex.png]] <br> Upper body invulnerability frames 1-22, Lower body projectile invulnerability frames 1-22, 1 point of armor during frames 1-22 | ||
| | | | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | Special Step --- lp | H | 80 | 11 | 2 | 22 | float | -2 | - | 3 | 3 | 0 | ||
| Upper body projectile invulnerability frames 1-5 | | Upper body projectile invulnerability frames 1-5 | ||
| This is the second-fastest Special Step followup and combos off of heavy attacks. Causes a float state on hit which can be followed up. Safe on block and pushes back to mid-range. | | This is the second-fastest Special Step followup and combos off of heavy attacks. Causes a float state on hit which can be followed up. Safe on block and pushes back to mid-range. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | Special Step --- mp | H | 50,20x2,40 | 18 | 12 | 41 | knockdown | -15 | - | 5,5,5,5 | 0,0,0,2 | 0 | ||
| Upper body projectile invulnerability frames 1-17, Airborne frames 20-48 | | Upper body projectile invulnerability frames 1-17, Airborne frames 20-48 | ||
| This move is good for tagging out because it hits multiple times. It is also hard for opponents to interrupt because of the invulnerability frames. | | This move is good for tagging out because it hits multiple times. It is also hard for opponents to interrupt because of the invulnerability frames. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | Special Step --- lp + mp | H | 100 | 18 | 5 | 17 | wall bounce | +2 | - | 1 | 2 | 0 | ||
| Crumples on counter hit, Upper body projectile invulnerability frames 1-4 | | Crumples on counter hit, Upper body projectile invulnerability frames 1-4 | ||
| Although this move is slow, it is plus on block, so if the opponent respects your pressure, it can be used to continue your offense. Leads to very high damage on counterhit. | | Although this move is slow, it is plus on block, so if the opponent respects your pressure, it can be used to continue your offense. Leads to very high damage on counterhit. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | Special Step --- lk | L | 50 | 5 | 3 | 30 | 0 | -9 | LP+MP | 3 | 0 | 0 | ||
| Upper body projectile invulnerability frames 1-30 | | Upper body projectile invulnerability frames 1-30 | ||
| This is the fastest Special Step followup and combos off of medium attacks. | | This is the fastest Special Step followup and combos off of medium attacks. | ||
}} | }} | ||
{{SFxTFrameDataRow | {{SFxTFrameDataRow | ||
| | | ??? | Apres Sweep --- lp + mp | H | 80 | 18 | 3 | 24 | knockdown | -5 | - | 3 | 3 | 0 | ||
| - | |||
| Causes high pushback, which is good for resetting to neutral. However, there is a gap which some characters may be able to interrupt and punish. | |||
}} | |||
{{SFxTFrameDataRow | |||
| ??? | Apres Sweep --- lp + mp | H | 80 | 18 | 3 | 24 | knockdown | -5 | - | 3 | 3 | 0 | |||
| - | | - | ||
| Causes high pushback, which is good for resetting to neutral. However, there is a gap which some characters may be able to interrupt and punish. | | Causes high pushback, which is good for resetting to neutral. However, there is a gap which some characters may be able to interrupt and punish. | ||
}} | }} | ||
|} | |} | ||
=== Super Art === | === Super Art === |
Revision as of 12:30, 12 May 2020


Lars
Ideal Team Position: TBW
TBW
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Far\Close LP
lp |
H | 30 | 4 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - |
Far MP
mp |
H | 60 | 6 | 3 | 15 | +3 | -1 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Far HP
hp |
H | 90 | 9 | 5 | 19 | +3 | -3 | - | 3 | 1 | 1 | |
Far LK
lk |
L | 30 | 8 | 5 | 12 | 0 | -4 | SM,EX,SA,CA | 1 | 1 | 1 | - |
Far MK
mk |
H | 60 | 8 | 9 | 13 | -1 | -5 | - | 2 | 1 | 1 | - |
Far HK
hk |
H | 90 | 13 | 4 | 22 | -1 | -6 | - | 3 | 1 | 1 | - |
Close MP
mp (near opponent) |
H | 60 | 6 | 4 | 10 | +7 | +3 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Close HP
hp (near opponent) |
H | 90 | 13 | 4 | 27 | -5 | -11 | SM,EX,SA,CA | 3 | 1 | 1 | |
Close LK
lk (near opponent) |
H | 30 | 4 | 4 | 10 | +3 | -1 | - | 1 | 1 | 1 | - |
Close MK
mk (near opponent) |
L | 60 | 5 | 4 | 15 | +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Close HK
hk (near opponent) |
H | 90 | 8 | 10 | 15 | 0 | -5 | SM,EX,SA,CA | 3 | 1 | 1 | - |
Crouch LP
d + lp |
H | 30 | 5 | 4 | 5 | +8 | +4 | SM,EX,SA,CA | 1 | 1 | 1 | - |
Crouch MP
d + mp |
H | 60 | 6 | 4 | 11 | +6 | +2 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Crouch HP
d + hp |
H | 80 | 7 | 6 | 29 | -9 | -15 | SM,EX,SA,CA | 3 | 1 | 1 | |
Crouch LK
d + lk |
L | 30 | 5 | 4 | 10 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1 | |
Crouch MK
d + mk |
L | 60 | 7 | 6 | 15 | 0 | -4 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Crouch HK
d + hk |
L | 90 | 11 | 4 | 29 | hard knockdown | -13 | - | 3 | 1 | - | - |
Jump LP
ub / u / uf --- lp |
M | 40 | 5 | 4 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump MP
ub / u / uf --- mp |
M | 70 | 8 | 10 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump HP
ub / u / uf --- hp |
M | 100 | 13 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - |
Jump LK
ub / u / uf --- lk |
M | 40 | 5 | 12 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - |
Jump MK
ub / u / uf --- mk |
M | 70 | 6 | 12 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - |
Jump HK
ub / u / uf --- hk |
M | 90 | 7 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - |
Launcher
hp + hk |
H | 100 | 13 | 2 | 54 | switch | -32 | - | 3 | - | - | **LC Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Guard Cancel
f + hp + hk (while blocking) |
H | 120 | 11 | 6 | 26 | hard knockdown | -11 | - | - | - | - | Invulnerability frames 1-11, Resembles ??? |
Unique Attacks
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Storm Axle
f + mk |
M | 90 | 18 | 2 | 13 | +1 | -2 | - | 3 | 1 | 0 | Ground bounce against airborne opponent. Hits crouching opponent on frame 19, Airborne frames. |
Fast overhead with great range, and is mostly safe on block. Can't combo after it unless you get an aerial CH, but still a very strong tool for pressure thanks to its low risk. Also can use to avoid low attacks and corpse hop. |
Throws
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
SHB
lp + lk |
throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Raging Thunder
b + lp + lk |
throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Special Moves
Super Art
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Giga Meteo
qcf + 3p |
H | 320 | 23 | 5 | 72 | hard knockdown | -55 | - | 5 | - | - | 77 frames cinematic freeze before attack begins, Projectile invulnerability frames 1-23, Airborne frames 8-27 & 41-71, Tracks opponent |
Cross Art
qcf + mp + mk |
H | 150+ | 9 | 4 | 45 | switch | -27 | - | 3 | - | - | **LC 61 frames cinematic freeze before attack begins, Invulnerability frames 1-12 |
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A