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|description=Dulton focuses his energy, then releases it forward as spiraling | |description=Dulton focuses his energy, then releases it forward as a spiraling projectile. Stronger versions fire multiple consecutive projectiles, but have far slower startup. A very strong fireball that defines a lot of Dulton's gameplan. A version is a pretty standard single fireball, but B, C, and D versions can completely blow through anything that collides with them. | ||
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Revision as of 17:17, 17 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 | 1710 | 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 | 3420 | 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 | 5130 | 6 | - | - | H/L | Yes | - | - |
Giant anti-air uppercut, Dulton doesn't have a ton of anti-airs so keep this one in mind. Has close to the highest vertical range of any normal attack in the game. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2D | 6840 | 9 | - | - | H/L | No | KD | - |
A quick charging tackle. Basically a slide, but unfortunately doesn't hit low like most 2Ds. Lets Dulton score knockdowns without needing to mash or have charge, but otherwise pretty useless. |
Aerial Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
8A | 1710 | 4 | - | - | H | N/A | Variable | Variable |
A tiny flying headbutt. Bigger hitbox than it looks, but that's really not saying much. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/9A | 1710 | 4 | - | - | H | N/A | Variable | Variable |
An aerial shoulder tackle(?). Very small horizontal hitbox, but has a small crossup hitbox as well. Range significantly limits its use. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9B | 3420 | 8 | - | - | H | N/A | Variable | Variable |
Downwards double swing. Decent damage, hits overhead out of a dash so useful for mixups. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9C | 5130 | 11 | - | - | H | N/A | Variable | Variable |
Dropkick. Awesome button with great range, speed, and crossup potential. Can even cross up smaller crouching opponents during Dulton's dash for some nasty mix. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9D | 6840 | 18 | - | - | H | N/A | Variable | Variable |
A strong aerial stomp. By far the slowest of Dulton's jump-ins, but has lots of active frames and hits pretty hard. |
Command Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5BB | 3420 | 8 | - | - | H/L | No | - | - |
Downwards hook. Non-cancellable, so all this really does is get in the way of Dulton trying to combo into Otoko no Pride. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5BB | 5130 | 5 | - | - | H/L | No | - | - |
Back kick followup to Close 5B. Like Far 5BB, can't be special cancelled, not really worth much. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
6C | 5130 | 18 | - | - | H | No | - | - |
A forward leaping punch. A rare directional command normal, this is extremely valuable as Dulton's only standing overhead. Frame advantage is great too, allows easy combos afterwards by linking into 2B. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2X | - | 78 | - | - | N/A | No | KD | N/A |
Dulton's universal Pursuit attack. |
Throws
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6B | 8190 | 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 | 9540 | 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 | 11610 | 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 | 11610 | 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 | 4560 | 23 | - | - | H/L | Into | - | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 236B | 7824 (4560+2364) | 37 | - | - | H/L | Into | - | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 236C | 10896 (4560+2364+3072) | 51 | - | - | H/L | Into | KD | - |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 236D | 13776 (4560+2364+3072+2880) | 65 | - | - | H/L | Into | KD | - |
Dulton focuses his energy, then releases it forward as a spiraling projectile. Stronger versions fire multiple consecutive projectiles, but have far slower startup. A very strong fireball that defines a lot of Dulton's gameplan. A version is a pretty standard single fireball, but B, C, and D versions can completely blow through anything that collides with them. |
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 | - |