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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Itty bitty headbutt attack. Also whiffs on crouchers. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5C | |input=5C | ||
|damage= | |damage=5130 | ||
|startup=8 | |startup=8 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5C | |input=5C | ||
|damage= | |damage=5130 | ||
|startup=14 | |startup=14 | ||
|active= | |active= | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5D | |input=5D | ||
|damage= | |damage=6840 | ||
|startup=17 | |startup=17 | ||
|active= | |active= | ||
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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Leaping front roundhouse kick. Covers a lot of space and deals alright damage, but whiffs on crouchers and non-cancellable. Has aerial properties and will avoid many lows. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5D | |input=5D | ||
|damage= | |damage=6840 | ||
|startup=17 | |startup=17 | ||
|active= | |active= | ||
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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Dulton steps back and performs a high back roundhouse kick. An extremely awkward button, has long startup, bad range, and doesn't cancel. The backstep portion can dodge some moves, but this isn't super reliable either. Avoid. | ||
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|recovery= | |recovery= | ||
|guard=H/L | |guard=H/L | ||
|cancel= | |cancel=Yes | ||
|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Great crouching jab, has 2f startup and links into itself and 2B. | ||
}} | }} | ||
}} | }} | ||
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|onhit= | |onhit= | ||
|onblock= | |onblock= | ||
|description= | |description=Solid low poke, combos into specials and can be linked into itself and Far 5C. | ||
}} | }} | ||
}} | }} |
Revision as of 12:59, 16 October 2024
Introduction
Birthplace - Italy
Height - 6' 2" Weight - 213 lbs
Fighting Style - Street Fighting
Interests - Arm Wrestling
POW: 4
SPD: 2
DEF: 5
Normal Attacks
Standing Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1710 | 2 | - | - | H/L | Yes | - | - |
Good for abare, whiffs on crouchers. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1710 | 4 | - | - | H/L | Yes | - | - |
Itty bitty headbutt attack. Also whiffs on crouchers. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 3420 | 8 | - | - | H/L | Yes | - | - |
Hits at an upwards angle. Can be whiff cancelled, whiffs on crouchers. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 3420 | 8 | - | - | H/L | Yes | - | - |
Whiffs on crouchers. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 5130 | 8 | - | - | H/L | Yes | - | - |
Good damage, alright range, and special cancellable. Probably Dulton's best standing button. Whiffs on crouchers. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 5130 | 14 | - | - | H/L | Yes | - | - |
Slow stomp attack. Not an overhead or a low, despite the animation. Damage is good but the lengthy startup makes it kind of hard to use in blockstrings. Worth noting this is Dulton's only standing button that doesn't whiff on crouch. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 6840 | 17 | - | - | H/L | No | - | - |
Leaping front roundhouse kick. Covers a lot of space and deals alright damage, but whiffs on crouchers and non-cancellable. Has aerial properties and will avoid many lows. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 6840 | 17 | - | - | H/L | No | - | - |
Dulton steps back and performs a high back roundhouse kick. An extremely awkward button, has long startup, bad range, and doesn't cancel. The backstep portion can dodge some moves, but this isn't super reliable either. Avoid. |
Crouching Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2A | - | 2 | - | - | H/L | Yes | - | - |
Great crouching jab, has 2f startup and links into itself and 2B. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2B | - | 6 | - | - | L | Yes | - | - |
Solid low poke, combos into specials and can be linked into itself and Far 5C. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2C | - | 6 | - | - | H/L | Yes | - | - |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2D | - | 9 | - | - | H/L | No | KD | - |
Aerial Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8A | - | 4 | - | - | H | N/A | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9A | - | 4 | - | - | H | N/A | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9B | - | 8 | - | - | H | N/A | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9C | - | 11 | - | - | H | N/A | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9D | - | 18 | - | - | H | N/A | Variable | Variable |
Command Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5BB | - | 8 | - | - | H/L | No | - | - |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5BB | - | 5 | - | - | H/L | No | - | - |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
6C | - | 18 | - | - | H | No | - | - |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2X | - | 78 | - | - | N/A | No | KD | N/A |
Throws
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6B | - | 1 | - | 0 | N/A | No | KD | N/A |
Dulton punches the opponent twice, then knocks them away with a forearm strike. Leaves the opponent midscreen, keeps same side. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6C | - | 1 | - | 0 | N/A | No | KD | N/A |
Dulton punches the opponent three times, then knocks them away with an uppercut. Leaves the opponent slightly further than B throw, keeps same side. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6D | - | 1 | - | 0 | N/A | No | KD | N/A |
Dulton tackles to the ground and repeatedly punches them, ending with a strong stomp. Keeps same side and carries both characters forward. Leaves the opponent the closest of any of Dulton's throws. Best damage and positioning make this Dulton's preferred throw, basically always go for this one. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6D | - | 1 | - | 0 | N/A | No | KD | N/A |
Functionally identical to ground version. |
Special Moves
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 236A | - | 23 | - | - | H/L | Into | - | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 236B | - | 37 | - | - | H/L | Into | - | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 236C | - | 51 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 236D | - | 65 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | A*5 | - | 6 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | B*6 | - | 6 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | C*7 | - | 6 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | D*8 | - | 6 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 46A | - | 10 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 46B | - | 12 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 46C | - | 14 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 46D | - | 16 | - | - | H/L | Into | KD | - |
Super Moves
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
236XX | - | 90 | - | - | H/L | Into | KD | - |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
XX*5 | - | 14 | - | - | H/L | Into | KD | - |