Wingnut (TF): Difference between revisions
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== Movelist == | == Movelist == | ||
{| | |||
| 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 || || || || || || || || || || || || || || | |||
|- | |||
| Rad Spectre || 27 || - || 29 || 29 || 16 || -45 || - || Based on point blank input and last hit || || || || || || | |||
|} | |||
{{TMNTTF_Nav}}{{GenPgNav}} | {{TMNTTF_Nav}}{{GenPgNav}} | ||
[[Category:TMNT Tournament Fighters]] | [[Category:TMNT Tournament Fighters]] | ||
Revision as of 16:57, 6 December 2017
Introduction
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Colors
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Movelist
| 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 | ||||||||||||||
| Rad Spectre | 27 | - | 29 | 29 | 16 | -45 | - | Based on point blank input and last hit |
| Teenage Mutant Ninja Turtles Tournament Fighters | |||
|---|---|---|---|
| Aska | Chrome Dome | Donatello | Armaggon |
| Karai | Leonardo | Michelangelo | Raphael |
| Rat King | Shredder | War | Wingnut |
| List of Fighting Games | |||
|---|---|---|---|
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