|
|
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.
Colors
Player 1
|
|
Player 2
|
|
Exclusive to Championship Edition
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
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 |
- |
|
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 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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 |
|
|
|
|
|
|