< Rising Thunder | Chel
(Created page with "{{RTCE navtabs |name = Aegis }} {| class="wikitable" ! Move Name !! Block Zone !! Damage !! Dizzy !! Meter Gain !! Cancel !! Startup !! Active !! Recovery !! Total !! Frame Adv on Block !! Frame Adv on Hit !! Block Stun !! Hit Stun !! Cooldown !! Properties |- | close L || H/L || 30 || 50 || 40 || Spc/OD/KA || 5 || 2 || 7 || 14 || 4 || 6 || 12 || 14 || || whiffs over crouching opponents; cancelable into Light attacks |- | close M || H/L || 65 || 100 || 80 || Spc/OD/KA...") |
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{{RTCE navtabs | {{RTCE navtabs | ||
|name = | |name = Chel | ||
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Latest revision as of 13:04, 18 December 2024
Move Name | Block Zone | Damage | Dizzy | Meter Gain | Cancel | Startup | Active | Recovery | Total | Frame Adv on Block | Frame Adv on Hit | Block Stun | Hit Stun | Cooldown | Properties |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
close L | H/L | 30 | 50 | 40 | Spc/OD/KA | 5 | 2 | 7 | 14 | 4 | 6 | 12 | 14 | whiffs over crouching opponents; cancelable into Light attacks | |
close M | H/L | 65 | 100 | 80 | Spc/OD/KA | 6 | 3 | 8 | 17 | 5 | 8 | 15 | 18 | ||
close H | H/L | 100 | 200 | 120 | Spc/OD/KA | 7 | 5 | 22 | 34 | -8 | -4 | 18 | 22 | forces stand | |
far L | H/L | 30 | 50 | 40 | Spc/OD/KA | 5 | 2 | 8 | 15 | 3 | 5 | 12 | 14 | whiffs over crouching opponents; cancelable into Light attacks | |
-> far L (alt) | H/L | 30 | 50 | 40 | Spc/OD/KA | 5 | 2 | 8 | 15 | 3 | 5 | 12 | 14 | whiffs over crouching opponents; cancelable into Light attacks | |
far M | H/L | 70 | 100 | 80 | OD/KA | 7 | 3 | 14 | 24 | -1 | 2 | 15 | 18 | whiffs over crouching opponents | |
far H | H/L | 105 | 200 | 120 | OD/KA | 9 | 4 | 22 | 35 | -7 | -3 | 18 | 22 | whiffs over crouching opponents | |
crouch L | Low | 30 | 50 | 40 | Spc/OD/KA | 6 | 2 | 8 | 16 | 3 | 5 | 12 | 14 | cancelable into Light attacks | |
crouch M | Low | 65 | 100 | 80 | Spc/OD/KA | 7 | 3 | 15 | 25 | -2 | 1 | 15 | 18 | ||
crouch H | Low | 100 | 150 | 120 | Spc/OD/KA | 8 | 4 | 27 | 39 | -12 | sweep | 18 | - | ||
diagonal jump L | High | 50 | 50 | 40 | Special | 5 | 15 | 13 | 16 | ||||||
diagonal jump M | High | 80 | 100 | 80 | None | 6 | 10 | 15 | 18 | ||||||
diagonal jump H | High | 100 | 200 | 120 | None | 7 | 7 | 17 | 20 | ||||||
neutral jump L | High | 50 | 50 | 40 | Special | 5 | 15 | 13 | 16 | ||||||
neutral jump M | High | 80 | 100 | 80 | None | 6 | 10 | 15 | 18 | ||||||
neutral jump H | High | 100 | 200 | 120 | None | 7 | 7 | 17 | 20 | ||||||
jump 2H | High | 100 | 200 | 120 | None | 9 | 7 | 17 | 20 | crossup air attack | |||||
6M | H/L | 75 | 100 | 80 | Spc/OD/KA | 20 | 4 | 12 | 36 | 0 | 3 | 15 | 18 | airborne during frames 7-27; invincible low during frames 7-26; cancelable into specials on landing | |
6H first hit | H/L | 55 | 100 | 60 | OD/KA | 15 | 2 | 19 | 36 | - | - | 20 | 25 | cancelable into 6M | |
-> 6H second hit | H/L | 55 | 100 | 60 | OD/KA | 3 | 2 | 13 | 18 | 4 | 8 | 18 | 22 | cancelable into 6M | |
Forward Throw Attempt | Unblk | 50+50 | 50+0 | 40+0 | KnAdv | 5 | 3 | 27 | 35 | ||||||
Back Throw Attempt | Unblk | 125 | 150 | 80 | None | 5 | 3 | 27 | 35 | ||||||
Air Throw Attempt | Unblk | 55+55 | 100+0 | 60+0 | None | 5 | 3 | can attack/block after 12 landing frames, and walk after 14 frames; landing cancelable into S1 after 2 frames and OD after 4 frames | |||||||
Forward Dash | - | None | 20 | transitions into forward run after 15f if holding Fwd; cancelable into any attack or jump (but not walk/block) after 18f in both cases | |||||||||||
-> Forward Run | - | Any | cancelable into attack or jump; transitions into forward run stop | ||||||||||||
-> Forward Run Stop | - | Any | 10 | cancelable into attack or jump; all actions enabled after 10 frames | |||||||||||
Back Dash | - | None | 30 | invincible during frames 1-8; throw invulnerable from frames 9-15 | |||||||||||
Night Sun (S1v1) | H/L | 75 | 100 | 40 | OD/KA | 15 | 1 | 35 | 51 | -9 | -5 | 18+8P | 22+8P | 1.5 sec | cooldown resets when projectile dies |
Aerial Night Sun (S1v1) | H/L | 75 | 100 | 40 | None | 15 | 1 | 18+8P | 22+8P | 1.5 sec | can attack/block after 8 landing frames, and walk after 10 frames; cooldown resets when projectile dies | ||||
Solar Flare (S1v2) | H/L | 80 | 100 | 40 | OD/KA | 14 | 1 | 33 | 48 | -7 | knockback | 18+8P | - | 2 sec | cooldown resets when projectile dies |
Crush Breeze (S2v1) | H/L | 80 [60] | 125 [100] | 30 | OD/KA | 8 | 11 | 41 | 60 | -36 | launch | 15 | - | 6 sec | invincible during frames 1-10; airborne during frames 12-42; transitions into Crush Breeze Ender on clean hit, after exactly 20 frames; damage/dizzy weakened on 4th active frame; applies 50% damage/dizzy/meter reduction as combo starter |
-> Crush Breeze Ender | H/L | 35! | 75! | 20! | None | 19 | 4 | 33 | 56 | - | grd bounce | - | - | ||
Spiral Eclipse (S2v2) | H/L | 100 [75] | 150 [100] | 40 | OD/KA | 6 | 10 | 29 | 45 | -23 | launch | 15 | - | 5 sec | invincible during frames 1-8; airborne during frames 10-31; damage/dizzy weakened on 4th active frame; applies 50% damage/dizzy/meter reduction as combo starter |
Dancing Wind (S3v1) | H/L | 20 + 20 + 20 + 50 = 110 | 40 + 40 + 40 + 80 = 200 | 25 + 25 + 25 + 45 = 120 | KnAdv | 14 | 3 (10) 3 (10) 3 (12) 4 | 25 | 84 | -10 | launch | 18 | - | 7 sec | whiffs over crouching opponents; airborne during frames 11-45; projectile invulnerable from frames 13-44 |
Stinging Wind (S3v2) | H/L | 20 + 20 + 20 + 45 = 105 | 40 + 40 + 40 + 80 = 200 | 25 + 25 + 25 + 45 = 120 | KnAdv | 10 | 3 (12) 3 (10) 3 (15) 4 | 21 | 81 | -6 | backslide | 18 | - | 5 sec | 1st hit forces stand, 2nd-3rd hits whiff over crouching opponents; airborne on frames 11-44; projectile invulnerable from frames 10-42 |
Soaring Wind (S3v3) | H/L | 30! + 30! + 60! = 120! | 60! + 60! + 80! = 200! | 30! + 30! + 60! = 120! | None | 18 | 3 (10) 3 (13) 4 | 37 | 88 | - | wall bounce | - | - | 6 sec | whiffs over standing and crouching opponents; 1st hit doesn't raise juggle count above 4; 2nd hit doesn't raise juggle count; airborne during frames 18-68 |
Supernova (OD) | H/L | 45!x4 + 70! = 250! | 0 | -1000 OD | KnAdv | 5+5+7 | 1 | 84 | 102 | -30 | twist | 18+36P | - | invincible during frames 1-17; all hits stop raising juggle count at 4 |