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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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| |image2=UMVC3_Cap_j236M.png | | |image2=UMVC3_Cap_j236M.png |
| |caption2=M Version | | |caption2=M Version |
| |image3=UMVC3_Cap_236H.png | | |image3=UMVC3_Cap_j236H.png |
| |caption3=H Version | | |caption3=H Version |
| |name=Air Shield Slash | | |name=Air Shield Slash |
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| Air version of Shield Slash. Cap floats in the air while throwing his shield. It has roughly identical properties to the grounded version. It remains a useful zoning and combo tool. | | Air version of Shield Slash. Cap floats in the air while throwing his shield. It has roughly identical properties to the grounded version. It remains a useful zoning and combo tool. |
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| Button strength alters the shield's trajectory. H version is tossed at an upward angle, and M version is tossed directly horizontally forward, similar to how they work on the ground. L Air Shield Slash is thrown at a slight downwards angle, mirroring the H version. j.236L can also be used as an OTG, but it is more awkward and difficult to use than the grounded version, although it can be useful for juggling assist characters. | | Button strength alters the shield's trajectory. H version is tossed at an upward angle, and M version is tossed directly horizontally forward, similar to how they work on the ground. L Air Shield Slash is thrown at a slight downwards angle, mirroring the Air H version. j.236L can also be used as an OTG, but it is more awkward and difficult to use than the grounded version, although it can be useful for juggling assist characters. |
| }} | | }} |
| }} | | }} |
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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. |