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Air Control

If you jump over an opponent, you can tap or hold back (4) to turn around in the air. This allows every HAR in the game to perform some type of crossup attack. You cannot perform a turnaround if you use a special which starts on one side of the opponent and ends at the other side.

Hit Detection

A hit is registered when a HAR's collision coordinate intersects with your opponent's sprite. On this wiki, collision coordinates are shown and represented by a yellow dot. Because of this unique system, HARs with larger bodies or awkward protrusions are naturally disadvantaged in neutral situations.

Test Table

Move Type Dmg Point Start Active Recover FA Combo AC Tested AC Combo FA
1P High 35 7 4 6 17 10 Medium - Rehit 3P
2P Medium 22 4 3 5 7 0 Low, CC 2K 3K -
3P Medium 8 2 1 3 3 -3 Low 2K 3K 3P 4K
4P High 22 6 3 5 7 0 - - -
5P High 8 2 2 3 4 -2 High, CC 5P 4K JL -
1K Low 32 6 5 4 16 7 Medium - Rehit 2P 3P 4K 5K
2K Low 22 4 2 7 6 1 High 5P 4K JL -
3K Low 10 2 1 4 3 -2 - - -
4K High 35 7 1 6 12 4 - - -
5K Medium 22 4 3 5 8 1 Medium 3P -
Move Type Dmg Point Start Active Recover FA Combo AC Tested AC Combo FA
CC High 10 0 4 - 14 14 High 1P 4P 5P 4K JL -
CC missile Projectile 26 10 - - - - - - -
JL High 30 12 1 1-4-10 11 13 - - -
JLS High 30 12 1 1-4-13 13 18 - - -
Throw Close 45 10 - - - - - - Rehit *
aP Jumping 25 6 5 10 3 1 - * -
aK Jumping 25 6 3 12 4 4 - * -
aJL Jumping 30 12 1 1-4-10 5 7 - - -
aOHT Close 50 18 2 6 6 9 - - -
omf2097/unsorted.1682181110.txt.gz · Last modified: 2023/04/22 10:31 by joneirik