Difference between revisions of "Wingnut (TF)"

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(Movelist)
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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 09:57, 6 December 2017

 Cleanup.png 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
TMNTTF-WINGNUT-PROMOART.png
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.

Colors

WNC1.png WNC2.png WNC3.png WNC4.png WNC5.png WNC6.png WNC7.png WNC8.png WNC9.png WNC10.png WNC11.png

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 cart US.png
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