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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!
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| Wingnut
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| Height
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6'00"
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| Weight
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300 lbs.
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| Eyes
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Yellow
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| Age
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300 Krono Cycles
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| Birthplace
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Planet Dexlon V in the Huanu System
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| Weapons
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Plasma Powered Batwings
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| Favorite Activities
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Castlevania 2095
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| Ultimate Goals
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The tournament seems to be a good waste of time.
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Introduction
Coming soon.
Colors
| Player 1
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| Player 2
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Exclusive to Championship Edition
Data Arsenal
Pre-jump Frames : 8 frames (doesn't speed up with increase to game speed)
Movelist
Legend
N = Normal chain ok
S = Special cancel ok
C = CPS Chain ok
[] = frames between next active hitbox
- = After active frame(s) For calculating total move time
Normal Attacks
Close Standing Light Punch
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Far Standing Light Punch
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Close Standing Hard Punch
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Far Standing Hard Punch
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Standing Light Kick
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Standing Hard Kick
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Standing
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Start Up |
Active |
Recivery (whiff) |
Recovery(hit) |
Hitstun |
Adv |
Cancelable? |
Notes |
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| 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 |
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| CL HP |
10 |
14 |
21 |
30 |
16 |
-14 |
- |
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| Far HP |
7 |
12 |
12 |
25 |
16 |
-9 |
- |
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| CL LK |
5 |
6 |
5 |
9 |
8 |
-1 |
C/N |
Cancels from c.LK and itself, CPS to s/c.hk |
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| Far LK |
- |
- |
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- |
- |
- |
- |
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| CL HK |
8 |
6 (2[6]2[6]2) |
9 |
15 |
16 |
1 |
- |
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| Far HK |
- |
- |
- |
- |
- |
- |
- |
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Crouching
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Start Up |
Active |
Recivery (whiff) |
Recovery(hit) |
Hitstun |
Adv |
Cancelable? |
Notes |
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| LP |
4 |
5 |
5 |
9 |
8 |
-1 |
C/N/S |
Cancels from s.LP and itself, CPS to s/c.hp |
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| HP |
7 |
7 |
18 |
22 |
16 |
-6 |
- |
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| LK |
3 |
9 |
6 |
10 |
8 |
-2 |
N |
Cancels from s.LK and itself |
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| HK |
8 |
6 (2[6]2[6]2) |
17 |
18 |
16 |
-2 |
- |
KD so that's block advantage, on meaty up to -1 |
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Air
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Start Up |
Active |
Recivery (whiff) |
Recovery(hit) |
Hitstun |
Adv |
Cancelable? |
Notes |
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| LP |
6 |
32 |
0 |
0 |
8 |
8 |
- |
Deeper jump ins can make this up to +11 somehow |
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| Moving LP |
4 |
All |
0 |
0 |
8 |
8 |
- |
Deeper jump ins can make this up to +11 somehow |
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| HP |
4 |
9 |
8 |
0 |
8 |
8 |
- |
Deeper jump ins can make this up to +9 somehow |
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| N LK |
5 |
All |
0 |
0 |
8 |
8 |
- |
Deeper jump ins can make this up to +11 somehow |
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| Moving LK |
5 |
All |
0 |
0 |
8 |
8 |
- |
Deeper jump ins can make this up to +11 somehow |
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| N HK |
6 |
10 |
8 |
- |
8 |
8 |
- |
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| Moving HK |
6 |
10 |
8 |
0 |
8 |
8 |
- |
Deeper jump ins can make this up to +11 somehow |
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| Air Dash |
14 |
- |
- |
- |
- |
- |
- |
Time before you can act |
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Throws
Special Attacks
Specials
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Start Up |
Active |
Recivery (whiff) |
Recovery(hit) |
Hitstun |
Adv |
Cancelable? |
Notes |
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| 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 |
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| 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 |
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| Dash Punch |
6 |
12 |
11 |
22 |
18 |
-4 |
- |
on meaty up to +9 |
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| Dive attack LK |
11 |
All |
0 |
0 |
18 |
13 |
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Based on lowest possible hit to ground |
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| Dive attack HK |
11 |
All |
0 |
0 |
18 |
13 |
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Based on lowest possible hit to ground |
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Super Art
Hypers
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Start Up |
Active |
Recivery (whiff) |
Recovery(hit) |
Hitstun |
Adv |
Cancelable? |
Notes |
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| Rad Spectre |
27 |
- |
29 |
29 |
16 |
-45 |
- |
Based on point blank input and last hit |
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Combos