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=Fighter's History Dynamite= | |||
test table for Marstorius instant overheads | |||
<table border="1em" cellspacing="0" style="border: 1px solid #999;" width="30%"> | |||
<tr> <td align="center" width="10%">Character/Move</td> | |||
<td align="center" width="5%">nj.HP</td> | |||
<td align="center" width="5%">nj.LK</td> | |||
<td align="center" width="5%">j.LK</td> | |||
<td align="center" width="5%">j.d+HP</td></tr> | |||
<tr> <td>'''Ray'''</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td></tr> | |||
<tr> <td>'''Feilin'''</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td></tr> | |||
<tr> <td>'''Ryoko'''</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td></tr> | |||
<tr> <td>'''Matlok'''</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td></tr> | |||
<tr> <td>'''Samchay'''</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td></tr> | |||
<tr> <td>'''Lee'''</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td></tr> | |||
<tr> <td>'''Mizoguchi'''</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td></tr> | |||
<tr> <td>'''Jean'''</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td></tr> | |||
<tr> <td>'''Marstorius (mirror)'''</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td></tr> | |||
<tr> <td>'''Yungmie'''</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td></tr> | |||
<tr> <td>'''Zazie'''</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td></tr> | |||
<tr> <td>'''Clown'''</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td></tr> | |||
<tr> <td>'''Karnov'''</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td> | |||
<td>No</td></tr> | |||
</table> | |||
=Double Dragon (Neo Geo)= | =Double Dragon (Neo Geo)= | ||
Here's where I test stuff for Double Dragon. If you're interested in working on the wiki, [https://discord.gg/9kDHQewKab join the discord] and hit me up! | Here's where I test stuff for Double Dragon. If you're interested in working on the wiki, [https://discord.gg/9kDHQewKab join the discord] and hit me up! | ||
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|invuln= | |invuln= | ||
|level=1 | |level=1 | ||
|description=Premium jab | |description=Premium jab. Can link 3-5 of these at close range. Abobo's arm is invulnerable, so he can beat moves like his own 632X. Prone to getting low-profiled, but it's still useful in combos. On counter hit it can even lead to a stun.<br> | ||
Crouched by everyone but Abobo himself. | Crouched by everyone but Abobo himself. | ||
}} | }} | ||
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|invuln= | |invuln= | ||
|level=2 | |level=2 | ||
|description=Abobo lets loose a quick hook. Moves him forward a bit, | |description=Abobo lets loose a quick hook. Moves him forward a bit, and with hitstun stacking off j.D, links into itself.<br> | ||
Crouched by everyone but Abobo himself. Input for 5BB accepted frame 13-20. | Crouched by everyone but Abobo himself. Input for 5BB accepted frame 13-20. | ||
}} | }} | ||
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|invuln= | |invuln= | ||
|level=3 | |level=3 | ||
|description=Abobo chop of death. | |description=Abobo chop of death. An early anti-air that becomes a still-quick overhead, which knocks down. The first 4 frames will hit above and behind Abobo. The active hitboxes will eat any fireballs. Did you see that it's safe on block yet? How about the fact that it can OS with one of his command grabs? Suffice to say, this move is insane.<br> | ||
Mind your spacing when you combo into this from max range A or B normals, but it's reliable otherwise - A normals will never combo into 623D, but B/C/D normals can. | Mind your spacing when you combo into this from max range A or B normals, but it's reliable otherwise - A normals will never combo into 623D, but B/C/D normals can. | ||
}} | }} | ||
}} | }} |
Revision as of 17:33, 5 November 2021
Fighter's History Dynamite
test table for Marstorius instant overheads
Character/Move | nj.HP | nj.LK | j.LK | j.d+HP |
Ray | No | No | No | No |
Feilin | No | No | No | No |
Ryoko | No | No | No | No |
Matlok | No | No | No | No |
Samchay | No | No | No | No |
Lee | No | No | No | No |
Mizoguchi | No | No | No | No |
Jean | No | No | No | No |
Marstorius (mirror) | No | No | No | No |
Yungmie | No | No | No | No |
Zazie | No | No | No | No |
Clown | No | No | No | No |
Karnov | No | No | No | No |
Double Dragon (Neo Geo)
Here's where I test stuff for Double Dragon. If you're interested in working on the wiki, join the discord and hit me up! ned was here
Normal Moves
Standing
Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 2 | - | 9 | +7 | +11 | HL | Y | - | 1 |
Premium jab. Can link 3-5 of these at close range. Abobo's arm is invulnerable, so he can beat moves like his own 632X. Prone to getting low-profiled, but it's still useful in combos. On counter hit it can even lead to a stun. |
Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | 14 | +6 | +10 | HL | Y | - | 2 |
Abobo lets loose a quick hook. Moves him forward a bit, and with hitstun stacking off j.D, links into itself. |
Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | 14 | +6 | +10 | HL | Y | - | 2 |
The followup, a hook with the other hand. It's got the same frame data as 5B and moves him forward a bit. Good combo filler. |
Jumping
Version | Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
---|---|---|---|---|---|---|---|---|---|---|---|
Jumping | - | - | 4 | - | 29 | - | - | H | - | - | 1 |
A long-lasting, short range jumping knee. Can be a solid defensive button, but otherwise you'll just want to fish for j.C. | |||||||||||
Dashing | - | - | 4 | - | 29 | - | - | HL | - | - | 1 |
The dashing version of j.A is a mid, but it's otherwise identical. Because of the lower dash, it's good at checking annoying moves like Marian's Moon Drive. On counter hit it can combo into a stun. |
Special Moves
Version | Damage | Stun | Startup | Active | Recovery | Hit Advantage | Block Advantage | Guard | Cancel | Invuln | Level |
---|---|---|---|---|---|---|---|---|---|---|---|
A | - | - | 7 (11 vs grounded) | - | 37 | KD (+55) | -5 | H | - | - | 3 |
B | - | - | 8 (12 vs grounded) | - | 39 | KD (+53) | -6 | H | - | - | 3 |
C | - | - | 9 (13 vs grounded) | - | 41 | KD (+51) | -8 | H | - | - | 3 |
D | - | - | 10 (14 vs grounded) | - | 43 | KD (+49) | -9 | H | - | - | 3 |
Abobo chop of death. An early anti-air that becomes a still-quick overhead, which knocks down. The first 4 frames will hit above and behind Abobo. The active hitboxes will eat any fireballs. Did you see that it's safe on block yet? How about the fact that it can OS with one of his command grabs? Suffice to say, this move is insane. |