User:PolarBair/sandbox

From SuperCombo Wiki

Fighter's History Dynamite

test table for Marstorius instant overheads

Character/Move nj.HP nj.LK j.LK j.d+HP
Ray No No No No
Feilin No No No No
Ryoko No Yes (1f) No No
Matlok Yes (1f) Yes (2f) Yes (1f) No
Samchay Yes (3f) Yes (1f) No Yes (2f)
Lee Yes (1f) No Yes (1f) No
Mizoguchi Yes (1f) Yes (3f) Yes (1f) No
Jean Yes (1f) Yes (3f) Yes (1f) Yes (1f)
Marstorius (mirror) Yes (3f) Yes (4f) Yes (3f) Yes (2f)
Yungmie Yes (1f) No No No
Zazie Yes (1f) Yes (3f) Yes (1f) Yes (1f)
Clown No No No No
Karnov No No No No

Note: Green boxes = weak point hit

Double Dragon (Neo Geo)

Here's where I test stuff for Double Dragon. If you're interested in working on the wiki, join the discord and hit me up! ned was here

Normal Moves

Standing

Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Level
- - 2 - 9 +7 +11 HL Y - 1

Premium jab. Can link 3-5 of these at close range. Abobo's arm is invulnerable, so he can beat moves like his own 632X. Prone to getting low-profiled, but it's still useful in combos. On counter hit it can even lead to a stun.
Crouched by everyone but Abobo himself.


Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Level
- - 7 - 14 +6 +10 HL Y - 2

Abobo lets loose a quick hook. Moves him forward a bit, and with hitstun stacking off j.D, links into itself.
Crouched by everyone but Abobo himself. Input for 5BB accepted frame 13-20.

Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Level
- - 7 - 14 +6 +10 HL Y - 2

The followup, a hook with the other hand. It's got the same frame data as 5B and moves him forward a bit. Good combo filler.
Crouched by everyone but Abobo himself.

Jumping

Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Level
Jumping - - 4 - 29 - - H - - 1

A long-lasting, short range jumping knee. Can be a solid defensive button, but otherwise you'll just want to fish for j.C.

Dashing - - 4 - 29 - - HL - - 1

The dashing version of j.A is a mid, but it's otherwise identical. Because of the lower dash, it's good at checking annoying moves like Marian's Moon Drive. On counter hit it can combo into a stun.

Special Moves

Version Damage Stun Startup Active Recovery Hit Advantage Block Advantage Guard Cancel Invuln Level
A - - 7 (11 vs grounded) - 37 KD (+55) -5 H - - 3
B - - 8 (12 vs grounded) - 39 KD (+53) -6 H - - 3
C - - 9 (13 vs grounded) - 41 KD (+51) -8 H - - 3
D - - 10 (14 vs grounded) - 43 KD (+49) -9 H - - 3

Abobo chop of death. An early anti-air that becomes a still-quick overhead, which knocks down. The first 4 frames will hit above and behind Abobo. The active hitboxes will eat any fireballs. Did you see that it's safe on block yet? How about the fact that it can OS with one of his command grabs? Suffice to say, this move is insane.
Mind your spacing when you combo into this from max range A or B normals, but it's reliable otherwise - A normals will never combo into 623D, but B/C/D normals can.