Difference between revisions of "Wingnut (TF)"

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Testing.
 
 
 
{{Cleanup
 
{{Cleanup
 
|needs=some organization: moveset notations, strategies, etc
 
|needs=some organization: moveset notations, strategies, etc

Latest revision as of 21:00, 15 January 2018

 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

Player 1 WNC1.png
Player 2 WNC2.png


Exclusive to Championship Edition

Mondo Gecko WNC3.png Screwloose WNC4.png
Tournament Winner
Batman
(1990 Tim Burton film)
WNC5.png
Lunawing WNC6.png Magneto
(X-Men)
WNC7.png Saitama
(One Punch Man)
WNC8.png
Doppleganger WNC9.png Doppleganger
(Alternate)
WNC10.png Mirage Comics WNC11.png
Coming Soon Coming Soon Coming Soon

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
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 2 12 5 12 8 -4 C/N/S

(none)

Far Standing Light Punch
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 2 12 5 12 8 -4 C/N/S

(none)

Close Standing Hard Punch
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 2 12 5 12 8 -4 C/N/S
  • Jump cancelable on 3rd frame of 2nd hit(arm all the way up)
  • Very limited range; difficult to chain into itself.
Far Standing Hard Punch
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 2 12 5 12 8 -4 C/N/S
  • Jump cancelable on 3rd frame of 2nd hit(arm all the way up)
  • Very limited range; difficult to chain into itself.
Standing Light Kick
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 2 12 5 12 8 -4 C/N/S
  • Jump cancelable on 3rd frame of 2nd hit(arm all the way up)
  • Very limited range; difficult to chain into itself.
Standing Hard Kick
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 2 12 5 12 8 -4 C/N/S
  • Jump cancelable on 3rd frame of 2nd hit(arm all the way up)
  • Very limited range; difficult to chain into itself.
Standing
Start Up Active Recivery (whiff) Recovery(hit) Hitstun Adv Cancelable? Notes
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 -
Far HP 7 12 12 25 16 -9 -
CL LK 5 6 5 9 8 -1 C/N Cancels from c.LK and itself, CPS to s/c.hk
Far LK - - - - - -
CL HK 8 6 (2[6]2[6]2) 9 15 16 1 -
Far HK - - - - - - -
Crouching
Start Up Active Recivery (whiff) Recovery(hit) Hitstun Adv Cancelable? Notes
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
Start Up Active Recivery (whiff) Recovery(hit) Hitstun Adv Cancelable? Notes
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

Throws

Special Attacks

Specials
Start Up Active Recivery (whiff) Recovery(hit) Hitstun Adv Cancelable? Notes
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

Super Art

Hypers
Start Up Active Recivery (whiff) Recovery(hit) Hitstun Adv Cancelable? Notes
Rad Spectre 27 - 29 29 16 -45 - Based on point blank input and last hit

Combos

TMNTTF cart US.png
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