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| {| class="wikitable" style="width:100%; margin-top: 0px"
| | <div class="container" style="width:max-content; padding:3px; display:grid; grid-template-columns: 70px 70px 70px 70px; grid-template-rows: 70px 70px 70px 70px 70px 70px;>{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}{{CharIcon-UMVC3|UMVC3 C. Viper Icon.png|UMVC3/C. Viper|60}}</div> |
| ! colspan="6" | [[File:{{{nameplate|}}}|300x60px]]
| |
| |- | |
| | colspan="6" | [[File:{{{portrait}}}|center|300x400px]] | |
| |-
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| ! colspan="2" | {{Tooltip|text=Health|hovertext=The amount of maximum health for the character. A character whose health is reduced to zero is considered knocked out and unavailable for the remainder of the round.}}
| |
| | colspan="5" | {{{hp|}}} | |
| |-
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| ! colspan="2" | Invulnerable Reversal(s)
| |
| | colspan="5" | {{#var:reversals}} | |
| |-
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| ! colspan="2" | {{Tooltip| text=X-Factor Damage Boost (1/2/3)|hovertext=The damage boost granted to all attacks while in X-Factor levels 1, 2 and 3 respectively. This is an increase to Base Damage, and so it also increases meter gained by attacking by the same amount.}}
| |
| | colspan="5" | {{{xfDamageBoost|}}} | |
| |-
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| ! colspan="2" | {{Tooltip| text=X-Factor Speed Boost (1/2/3)|hovertext=The boost to speed granted while in X-Factor levels 1, 2 and 3 respectively. Increases walkspeed, dash speed, jump/superjump speed, and the speed of all attacks.}}
| |
| | colspan="5" | {{{xfSpeedBoost|}}} | |
| |-
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| ! colspan="2" | Grounded Chain Limit
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| | colspan="5" | {{{grndChainLimit|}}} | |
| |- | |
| ! colspan="6" | Air Movement Options
| |
| |- | |
| ! Air Chain Limit
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| ! {{Tooltip|text=Air Actions|hovertext=The number of air jumps and/or airdashes that a character can preform before touching the ground.}}
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| ! Air Jumps?
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| ! Air Dash?
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| ! Flight?
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| ! WallJump?
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| |- | |
| | {{{airChainLimit|}}} | |
| | {{{airActions|0}}}
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| | {{#if:{{{airJumpDur}}}|Yes|No}}
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| | {{#if:{{{airDashType}}}|{{{airDashType}}}|No}}
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| | {{#if:{{{flightStartup}}}|Yes|No}}
| |
| | {{#if:{{{wallJumpDur}}}|Yes|No}}
| |
| |-
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| ! colspan="6" | {{Tooltip| text=Minimum Attack Scaling |hovertext=The lowest damage that attacks can be reduced from their base value as a result of Damage Scaling. Higher is better, as it means that a higher total percentage of the attack's base damage will still be dealt to opponents even late in a combo.}}
| |
| |-
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| ! colspan="2" | Normals
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| ! colspan="2" | Specials
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| ! colspan="2" | Hypers
| |
| |- | |
| | colspan="2" | {{{minNormScale|}}} | |
| | colspan="2" | {{{minSpecScale|}}}
| |
| | colspan="2" | {{{minHyperScale|}}} | |
| |}
| |