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| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
| |properties=Invuln (as Crossover Counter) frames 1 - ??? | | |properties=Invuln (as Crossover Counter) frames 1 - ???, Fixed Hitstun |
| |description= | | |description= |
| THC Hyper: Hyper Stars and Stripes. Has no invincibility as an assist, limited range and provides poor lockdown. It also uses a generally worse Team Hyper, and on hit tends to knock opponents too high in the air to be useful for combos. | | THC Hyper: Hyper Stars and Stripes. Has no invincibility as an assist, limited range and provides poor lockdown. It also uses a generally worse Team Hyper, and on hit tends to knock opponents too high in the air to be useful for combos. |
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| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
| |properties={{projnull}}, {{softknockdown}} | | |properties={{projnull}}, Forced {{softknockdown}} |
| |description= | | |description= |
| THC Hyper: Hyper Charging Star. Recommended assist. Cap charges forward behind his shield, covering about half of fullscreen distance. The charge will nullify low and medium priority projectiles it comes into contact with while active (frames 28-36). It can be used to blow through an opponent's zoning, or as a counter-call to a projectile assist. | | THC Hyper: Hyper Charging Star. Recommended assist. Cap charges forward behind his shield, covering about half of fullscreen distance. The charge will nullify low and medium priority projectiles it comes into contact with while active (frames 28-36). It can be used to blow through an opponent's zoning, or as a counter-call to a projectile assist. |
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| |onhit=+12 | | |onhit=+12 |
| |onblock=+10 | | |onblock=+10 |
| |properties=- | | |properties=Jump Cancellable |
| |description= | | |description= |
| - | | - |
| }} | | }} |
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| |onhit=+17 | | |onhit=+17 |
| |onblock=+15 | | |onblock=+15 |
| |properties= | | |properties=Jump Cancellable |
| |description= | | |description= |
| - | | - |
| }} | | }} |
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| |onhit=+19 | | |onhit=+19 |
| |onblock=+17 | | |onblock=+17 |
| |properties= | | |properties= Jump Cancellable |
| |description= | | |description= |
| Part of a set of three aerial heavy attacks, along with Air-Raid Kick and Anti-Ground Kick (8H and 2H, see Command Normals). j.5H is directed horizontally forward, and causes the largest amount of hitstun of the three. | | Part of a set of three aerial heavy attacks, along with Air-Raid Kick and Anti-Ground Kick (8H and 2H, see Command Normals). j.5H is directed horizontally forward, and causes the largest amount of hitstun of the three. |
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| |onhit=+13 | | |onhit=+13 |
| |onblock=-17 | | |onblock=-17 |
| |properties={{projnull}} (frames 4-18), {{strk}} | | |properties={{projnull}} (frames 4-18), Forced Soft Knockdown |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=+4 | | |onhit=+4 |
| |onblock=-22 | | |onblock=-22 |
| |properties={{projnull}} (frames 4-18), {{strk}} | | |properties={{projnull}} (frames 4-18), Forced Soft Knockdown |
| }} | | }} |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
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| |onhit=-3 | | |onhit=-3 |
| |onblock=-17 | | |onblock=-17 |
| |properties={{projnull}} (frames 4-18), {{strk}} | | |properties={{projnull}} (frames 4-18), Forced Soft Knockdown |
| |description= | | |description= |
| Cap charges forward behind his shield. Button strength increases the number of hits, duration of the move, and distance traveled. L version travels about 25% of fullscreen distance, M version travels just over half of fullscreen, and H version travels just short of fullscreen. | | Cap charges forward behind his shield. Button strength increases the number of hits, duration of the move, and distance traveled. L version travels about 25% of fullscreen distance, M version travels just over half of fullscreen, and H version travels just short of fullscreen. |
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| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| |version=Down | | |version=Down |
| |subtitle={{d}} + {{h}} | | |subtitle={{d}} + {{s}} |
| |damage=60,000 | | |damage=60,000 |
| |guard=- | | |guard=- |