No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
<includeonly>|- style="font-size:80%; line-height:1em;" | <includeonly>|- style="font-size:80%; line-height:1em;" | ||
{{#if: {{{version|}}} | ! style="font-size:125%; min-width:70px;" rowspan=2 {{!}} {{{version}}}{{#if: {{{subtitle|}}} | <br><small>{{{subtitle}}}</small> }} }} | {{#if: {{{version|}}} | ! style="font-size:125%; min-width:70px;" rowspan=2 {{!}} {{{version}}}{{#if: {{{subtitle|}}} | <br><small>{{{subtitle}}}</small> }} }} | ||
{{#if: {{{ | {{#if: {{{noheader|}}} | | | ||
! style="width:10%" {{!}} {{Tooltip| text=Startup | hovertext=Amount of frames before the move becomes active +1, including the 1st active frame.}} | ! style="width:10%" {{!}} {{Tooltip| text=Startup | hovertext=Amount of frames before the move becomes active +1, including the 1st active frame.}} | ||
! style="width:10%" {{!}} {{Tooltip| text=Active | hovertext=Amount of frames the move is active for.}} | ! style="width:10%" {{!}} {{Tooltip| text=Active | hovertext=Amount of frames the move is active for.}} | ||
Line 82: | Line 72: | ||
|guard=Mid | |guard=Mid | ||
|damage=10 | |damage=10 | ||
|noheader=y | |||
}} | }} | ||
{{AttackData-HFTF | {{AttackData-HFTF | ||
|noheader=y | |||
|version=214C | |version=214C | ||
|startup=14-18 | |startup=14-18 | ||
Line 187: | Line 179: | ||
|standdamage= 0 (Bullet) 6 per hit (Glass) | |standdamage= 0 (Bullet) 6 per hit (Glass) | ||
|cancel= | |cancel= | ||
|noheader=y | |||
|description=Fires an upwards shot, which creates a shower of falling glass upon hitting the ceiling. <br><br> While it can be used as a solid antiair and techchase tool, it really starts to shine when used in combination with your other projectiles, since the recovery allows Hoingo to move shortly after the glass spawns. The shards hit high, making it a key part of your strongest setups. | |description=Fires an upwards shot, which creates a shower of falling glass upon hitting the ceiling. <br><br> While it can be used as a solid antiair and techchase tool, it really starts to shine when used in combination with your other projectiles, since the recovery allows Hoingo to move shortly after the glass spawns. The shards hit high, making it a key part of your strongest setups. | ||
While the A version is a rare techchase and antiair option at best, the B and C versions are really good ways to encourage your opponent to move in certain ways. The B version is the one you'll be using most in setups and when punishing moves like DIO's teleports. The C version is a good way to cover a large part of the screen provided you get the move out safely, and the glass falls at the perfect spot to setup unblockables against roll-happy opponents and ones knocked down by Truck. | While the A version is a rare techchase and antiair option at best, the B and C versions are really good ways to encourage your opponent to move in certain ways. The B version is the one you'll be using most in setups and when punishing moves like DIO's teleports. The C version is a good way to cover a large part of the screen provided you get the move out safely, and the glass falls at the perfect spot to setup unblockables against roll-happy opponents and ones knocked down by Truck. |
Revision as of 13:01, 14 January 2025
Placeholder examples.
214A | Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
14-18 | 2 | 15 Total [0] | 10 | - | Mid | +30-34 | +18-22 | +17-21 | |||||||||||
214B | |||||||||||||||||||
14-18 | 2 | 15 Total [0] | 10 | - | Mid | +30-34 | +18-22 | +17-21 | |||||||||||
214C | |||||||||||||||||||
14-18 | 2 | 15 Total [0] | 10 | - | Mid | +30-34 | +18-22 | +17-21 | |||||||||||
Star Platinum rushes forward before delivering a punch. A very useful special both in combos and pressure, as well as a rare neutral tool when used as a makeshift fireball. 214B will be the version you'll use the most and is the basis of your Stand OFF combos.
|
Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 2 | 2 | 4 | 1 | Mid | +5 | +7 | +4 | ||||||||||
Quick jab that can combo into most of your other normals. Can combo into s+j.B on airborne opponents. Somewhat alright as a close anti-air.
|
Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 5 | 13 | 9 | 4 | Low | -1 | -2 | -10 | |||||||||||||||
Your main Stand Off hitconfirm. Excellent counterpoke.
|
623A | Startup | Active | Recovery | Base Damage | Stand Damage | Guard | Hit Adv. | Block Adv. | Pushblock Adv. | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10 | Until ceiling (Bullet) Until ground (Glass) | 32 Total | 12 (Bullet) 3 (Glass) | 0 (Bullet) 6 (Glass) | Mid (Bullet) High (Glass) | varies | varies | varies | |||||||||||||||||||||||||||||||
623B/C | |||||||||||||||||||||||||||||||||||||||
12 | Until ceiling (Bullet) Until ground (Glass) | 33 Total | 12 (Bullet) 3 per hit (Glass) | 0 (Bullet) 6 per hit (Glass) | Mid (Bullet) High (Glass) | varies | varies | varies | |||||||||||||||||||||||||||||||
Fires an upwards shot, which creates a shower of falling glass upon hitting the ceiling.
|