Wingnut (TF): Difference between revisions

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{|
| Standing || Start Up || Active || Recivery (whiff) || Recovery(hit) || Hitstun || Adv || Cancelable?  || Notes ||  ||  ||  ||  ||  ||
|-
| CL LP || 2 || 12 || 5 || 12 || 8 || -4 || C/N/S || Jump cancelable on 3rd frame of 2nd hit(arm all the way up), Cancels from c.LP and itself. CPS to s/c.hp ||  ||  ||  ||  ||  ||
|-
| Far LP || 6 || 5 || 5 || 6 || 8 || 2 || C/N/S || Jump cancelable on 3rd frame of attack frame, Cancels from c.LP and itself. CPS to s/c.hp ||  ||  ||  ||  ||  ||
|-
| CL HP || 10 || 14 || 21 || 30 || 16 || -14 || - ||  ||  ||  ||  ||  ||  || Legend
|-
| Far HP || 7 || 12 || 12 || 25 || 16 || -9 || - ||  ||  ||  ||  ||  ||  || N = Normal chain ok
|-
| CL LK || 5 || 6 || 5 || 9 || 8 || -1 || C/N || Cancels from c.LK and itself, CPS to s/c.hk ||  ||  ||  ||  ||  || S = Special cancel ok
|-
| Far LK || - || - ||  || - || - || - || - ||  ||  ||  ||  ||  ||  || C = CPS Chain ok
|-
| CL HK || 8 || 6 (2[6]2[6]2) || 9 || 15 || 16 || 1 || - ||  ||  ||  ||  ||  ||  || [] = frames between next active hitbox
|-
| Far HK || - || - || - || - || - || - || - ||  ||  ||  ||  ||  ||  || * = After active frame(s) For calculating total move time
|-
|  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||
|-
| Crouching ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||
|-
| LP || 4 || 5 || 5 || 9 || 8 || -1 || C/N/S || Cancels from s.LP and itself, CPS to s/c.hp ||  ||  ||  ||  ||  ||
|-
| HP || 7 || 7 || 18 || 22 || 16 || -6 || - ||  ||  ||  ||  ||  ||  ||
|-
| LK || 3 || 9 || 6 || 10 || 8 || -2 || N || Cancels from s.LK and itself ||  ||  ||  ||  ||  ||
|-
| HK || 8 || 6 (2[6]2[6]2) || 17 || 18 || 16 || -2 || - || KD so that's block advantage, on meaty up to -1 ||  ||  ||  ||  ||  ||
|-
|  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||
|-
| Air ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||
|-
| LP || 6 || 32 || 0 || 0 || 8 || 8 || - || Deeper jump ins can make this up to +11 somehow ||  ||  ||  ||  ||  ||
|-
| Moving LP || 4 || All || 0 || 0 || 8 || 8 || - || Deeper jump ins can make this up to +11 somehow ||  ||  ||  ||  ||  ||
|-
| HP || 4 || 9 || 8 || 0 || 8 || 8 || - || Deeper jump ins can make this up to +9 somehow ||  ||  ||  ||  ||  ||
|-
| N LK || 5 || All || 0 || 0 || 8 || 8 || - || Deeper jump ins can make this up to +11 somehow ||  ||  ||  ||  ||  ||
|-
| Moving LK || 5 || All || 0 || 0 || 8 || 8 || - || Deeper jump ins can make this up to +11 somehow ||  ||  ||  ||  ||  ||
|-
| N HK || 6 || 10 || 8 || - || 8 || 8 || - ||  ||  ||  ||  ||  ||  ||
|-
| Moving HK || 6 || 10 || 8 || 0 || 8 || 8 || - || Deeper jump ins can make this up to +11 somehow ||  ||  ||  ||  ||  ||
|-
| Air Dash || 14 || - || - || - || - || - || - || Time before you can act ||  ||  ||  ||  ||  ||
|-
|  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||
|-
| Specials ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||
|-
| Projectile LP || 14 || - || 0 || 0 || 24 || 27 || - || Based on closest possible impact near ground slowdown makes this harder to tell but that's the real number ||  ||  ||  ||  ||  ||
|-
| Projectile HP || 25 || - || 0 || 0 || 24 || 27 || - || Based on closest possible impact near ground slowdown makes this harder to tell but that's the real number ||  ||  ||  ||  ||  ||
|-
| Dash Punch || 6 || 12 || 11 || 22 || 18 || -4 || - ||  on meaty up to +9 ||  ||  ||  ||  ||  ||
|-
| Dive attack LK || 11 || All || 0 || 0 || 18 || 13 ||  || Based on lowest possible hit to ground ||  ||  ||  ||  ||  ||
|-
| Dive attack HK || 11 || All || 0 || 0 || 18 || 13 ||  || Based on lowest possible hit to ground ||  ||  ||  ||  ||  ||
|-
|  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||
|-
| Hypers ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||  ||
|-
| The thing || 27 || - || 29 || 29 || 16 || -45 || - || Based on point blank input and last hit ||  ||  ||  ||  ||  ||
|}
|}



Revision as of 16:57, 6 December 2017

  This article is nice, but could use a little cleanup.

This article currently could benefit from some organization: moveset notations, strategies, etc. We'd be pleased if you could contribute!


Wingnut
Height 6'00"
Weight 300 lbs.
Eyes Yellow
Age 300 Krono Cycles
Birthplace Planet Dexlon V in the Huanu System
Weapons Plasma Powered Batwings
Favorite Activities Castlevania 2095
Ultimate Goals The tournament seems to be a good waste of time.

Introduction

Coming soon.

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Movelist

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Karai Leonardo Michelangelo Raphael
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