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m (fix motion tags) |
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Berserker Barrage | {{MoveListRow | Berserker Barrage | ||
| qcf + p | | {{qcf}} + p | ||
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| [[file:mash.png]] Mash punch buttons for more damage. | | [[file:mash.png]] Mash punch buttons for more damage. | ||
}} | }} | ||
{{MoveListRow | Tornado Claw | {{MoveListRow | Tornado Claw | ||
| dp + p | | {{dp}} + p | ||
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| airok [[file:mash.png]] Mash punch buttons for more damage. | | {{airok}} [[file:mash.png]] Mash punch buttons for more damage. | ||
}}{{MoveListRow | Drill Claw | }}{{MoveListRow | Drill Claw | ||
| Direction + lk + hp | | Direction + {{lk}} + hp | ||
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| airok | | airok | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Berserker Barrage X | {{MoveListRow | Berserker Barrage X | ||
| qcf + lp + hp | | {{qcf}} + {{lp}} + hp | ||
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{{MoveListRow | Weapon X | {{MoveListRow | Weapon X | ||
| dp + lp + hp | | {{dp}} + {{lp}} + hp | ||
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Revision as of 00:53, 9 December 2020


Introduction
Joe-Zaza only character. Very fast, but a hemophiliac. His Y assist hits low.
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Command normals
Wall-bounce
Wall-claw (aironly): Touch wall, press p or k
Fumitsuke (aironly): d + hk
Double claw (airok): mp , mp
Double kick: mk , mk
Swiss cheese (airok): mash mp
Sliding claw: df + hp
Special Moves

Super Moves
Assist Moves
The Basics
Combos
-Jump LP > LK > LK \/ d.s.LP > s.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP
-Corner Jump LP > LK > LK \/ d.s.LP > s.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX uf + LK + HP, sj.HP
-Jump LK > LK \/ d.s.LP > s.LK > c.LK > c.HP XX qcf + LP
-Corner Jump HP \/ d.s.LP > s.LK > s.LP > c.LK > c.HK XX f,d,df + P
-When close, f + HP, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP
-When close, f + HP, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP/HK
-Jump LK > LK \/ d.s.LP > s.LK > s.LP > c.LK XX qcf + PP
-Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.LK XX qcf + PP
-Jump LP > LK > HP \/ d.s.LP > s.LK > s.LK > s.LK > c.HP XX qcf + LP XX qcf + PP, d.c.LK > s.LP > s.HK
Strategies
Bonerine Perks
Small
Fast Dash
Fast Light Punches (2 Frame)
Long and Unpredictable Block Strings
Instant Overhead (j.lk)
Wall Jump
Some Air Mobility (Dive Kick/Drill Claw)
Low Hitting Sweep Assist (Gamma - Variety Type)
Ground vs Air Cross Under Potential (c.MP sends them in air towards you if you are dashing)
High Reaching Launcher (s.HK)
High Damage Throw (with mash)
Decent range on Snapback
j.HK can Cross Up.
Bonerine Drawbacks
Horrible Stamina (Dies REALLY Fast)
Hyper Combos have slow start up and are weak.
Low Damage
Low Spacial Control in Air