User:Oppositeofdecay: Difference between revisions

3,366 editsJoined 14 March 2022
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:2: Must detonate behind him
:2: Must detonate behind him


==IK Chart==
=IK Usage Guide=
Data is from DL. If its wrong not my fault.
==Reference Chart==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"
|-
|-
!  Character !! Activation !! Startup !! Total !! Range !! Zansei Rouga Punish<sup>1</sup> !! Notes
!  Character !! IK mode activation !! Startup !! Total !! Range !! Stun potential !! Notes
|-
|-
! {{Character Label|GGACR|A.B.A|24px}}
! {{Character Label|GGACR|A.B.A|24px}}
| 68 || 36 || 104 || Short || {{clr|5|Kinda}}<sup>2</sup> ||  
| 68 || 36 || 104 || Short || Medium ||  
|-
|-
! {{Character Label|GGACR|Anji Mito|24px}}
! {{Character Label|GGACR|Anji Mito|24px}}
| 55 || 21 || 76 || Short-Fulscreen || {{clr|3|Yes}} || Travels from edge of the screen, thus startup time can be misleading. Disables screen zooming until recovery.
| 54 || 21 || 75 || Fullscreen<sup>1</sup> || Low || Travels from the edge of screen, making the startup a lot longer in practice. Disables screen zooming until recovery.
|-
|-
! {{Character Label|GGACR|Axl Low|24px}}
! {{Character Label|GGACR|Axl Low|24px}}
| 90 || 28 || 118 || Long || {{clr|4|No}} ||  
| 90 || 28 || 118 || Long || Low ||  
|-
|-
! {{Character Label|GGACR|Baiken|24px}}
! {{Character Label|GGACR|Baiken|24px}}
| 84 || 17 || 101 || Short-Fullscreen || {{clr|3|Yes}} || Travels somewhat fast, max distance around 2/3 of the stage.
| 84 || 17 || 101 || Fullscreen<sup>1</sup> || Medium || Travels somewhat fast, max distance around 2/3 of the stage.
|-
|-
! {{Character Label|GGACR|Bridget|24px}}
! {{Character Label|GGACR|Bridget|24px}}
| 60 || 13 || 76 || Short-Medium || {{clr|5|Kinda}}<sup>2</sup> || Takes a few frames to reach max distance. Max is around roundstart.
| 60 || 13 || 76 || Medium<sup>1</sup> || Very Low || Takes a few frames to reach max distance.
|-
|-
! {{Character Label|GGACR|Chipp Zanuff|24px}}
! {{Character Label|GGACR|Chipp Zanuff|24px}}
| 96 || 56 || 152 || Short-Medium || {{clr|4|No}} || Short at ground height. Roundstart distance at jump height. 0 frames post flash.
| 94 || 56 || 150 || Short-Medium || Low || Short at ground height. Roundstart distance at jump height. 0 frames post flash.
|-
|-
! {{Character Label|GGACR|Dizzy|24px}}
! {{Character Label|GGACR|Dizzy|24px}}
| N/A || 106 || 106 || Short || {{clr|4|No}} || Very misleading startup time. Requires charge and slow input. Done perfectly might be slightly faster than Chipp's.
| N/A (30) || 106 || 136 || Short || Medium || Activation is minimum charge time. Requires non jumpable state and has slow input. Executed fast will still be faster than Chipp's.
|-
|-
! {{Character Label|GGACR|Eddie|24px}}
! {{Character Label|GGACR|Eddie|24px}}
| 68 || 13 || 81 || Short || {{clr|3|Yes}} || Very low profile frames during activation.
| 68 || 13 || 81 || Short || Low || Very low profile frames during IK mode activation.
|-
|-
! {{Character Label|GGACR|Faust|24px}}
! {{Character Label|GGACR|Faust|24px}}
| 82 || 17 || 99 || Medium || {{clr|3|Yes}} ||  
| 82 || 17 || 99 || Medium || Medium ||  
|-
|-
! {{Character Label|GGACR|I-No|24px}}
! {{Character Label|GGACR|I-No|24px}}
| 76 || 15 || 91 || Short || {{clr|3|Yes}} ||
| 76 || 15 || 91 || Short || Low ||
|-
|-
! {{Character Label|GGACR|Jam Kuradoberi|24px}}
! {{Character Label|GGACR|Jam Kuradoberi|24px}}
| 54 || 17 || 71 || Short-Long || {{clr|3|Yes}} || Travels pretty fast for slightly less than half screen.
| 54 || 17 || 71 || Long<sup>1</sup> || High || Travels pretty fast for slightly less than half screen.
|-
|-
! {{Character Label|GGACR|Johnny|24px}}
! {{Character Label|GGACR|Johnny|24px}}
| 54 || 17 || 71 || Short-Fullscreen || {{clr|4|No}} || Travels fullscreen at speed slightly slower than CSE.
| 54 || 17 || 71 || Fullscreen<sup>1</sup> || Medium || Travels very slow.
|-
|-
! {{Character Label|GGACR|Justice|24px}}
! {{Character Label|GGACR|Justice|24px}}
| 74 || 12 || 86 || Short-Fullscreen || {{clr|3|Yes}} || Travels extremely fast for very slightly more than max screen distance.
| 74 || 12 || 86 || Fullscreen<sup>1</sup> || Medium || Travels extremely fast.
|-
|-
! {{Character Label|GGACR|Kliff Undersn|24px}}
! {{Character Label|GGACR|Kliff Undersn|24px}}
| 74 || 23 || 97 || Short-Long || {{clr|4|No}} || Travels relatively slowly for slightly more than half screen. Frame 1 but very short invul makes it possible to use as reversal (pretty much in theory only).
| 100 || 23 || 123 || Long<sup>1</sup> || Very High || Travels somewhat slow for slightly more than half screen. FB Chop > RC > IK is unmashable.
|-
|-
! {{Character Label|GGACR|Ky Kiske|24px}}
! {{Character Label|GGACR|Ky Kiske|24px}}
| 46 || 17 || 63 || Long || {{clr|3|Yes}} || Punishes Kachoufuugetsu on IB.
| 46 || 17 || 63 || Long || Low ||
|-
|-
! {{Character Label|GGACR|May|24px}}
! {{Character Label|GGACR|May|24px}}
| 70 || 16 || 86 || Short || {{clr|3|Yes}} || Command grab. True reversal.
| 70 || 16 || 86 || Short || Very High || Command grab. True reversal.
|-
|-
! {{Character Label|GGACR|Millia Rage|24px}}
! {{Character Label|GGACR|Millia Rage|24px}}
| 66 || 34 || 100 || Fullscreen || {{clr|3|Yes}} || Tracks.
| 66 || 34 || 100 || Fullscreen || Low || Tracks.
|-
|-
! {{Character Label|GGACR|Order-Sol|24px}}  
! {{Character Label|GGACR|Order-Sol|24px}}  
| 101 || 8 || 109 || Short || {{clr|5|Depends on charge}} || Activation is time to reach level 3 from zero charge. Startup is Sakkai. Probably miscalculated. Just for fun.
| N/A (101) || N/A (8) || N/A (109) || Short || Medium || Activation is time to reach level 3 from zero charge. Startup is Sakkai. Just for fun.
|-
|-
! EX {{Character Label|GGACR|Order-Sol|24px}}  
! EX {{Character Label|GGACR|Order-Sol|24px}}  
| 76 || 8 || 84 || Short || {{clr|3|Yes}} || Just for fun.
| 76 || 8 || 84 || Short || Medium || Just for fun.
|-
|-
! {{Character Label|GGACR|Potemkin|24px}}
! {{Character Label|GGACR|Potemkin|24px}}
| 68 || 17 || 85 || Short || {{clr|4|No}} || I swear framedata needs to be rechecked across the wiki. True reversal according to hitbox viewer.
| 98 || 17 || 115 || Short || High || True reversal according to hitbox viewer.
|-
|-
! {{Character Label|GGACR|Robo-Ky|24px}}
! {{Character Label|GGACR|Robo-Ky|24px}}
| 70 || 18 || 88 || Short || {{clr|3|Yes}} ||  
| 80 || 18 || 98 || Short || High || Will most likely stun while airborne.
|-
|-
! {{Character Label|GGACR|Slayer|24px}}
! {{Character Label|GGACR|Slayer|24px}}
| 80 || 20 || 100 || Short-Medium || {{clr|3|Yes}} || Travels pretty fast for slightly farther than roundstart.
| 80 || 20 || 100 || Medium<sup>1</sup> || Medium || Travels pretty fast for slightly farther than roundstart.
|-
|-
! {{Character Label|GGACR|Sol Badguy|24px}}
! {{Character Label|GGACR|Sol Badguy|24px}}
| 76 || 15 || 91 || Medium || {{clr|3|Yes}} || Its actually not that short just really high (which is still very bad).
| 76 || 15 || 91 || Short-Medium || Low || Reaches pretty far, but at the height where it probably won't hit anything.
|-
|-
! {{Character Label|GGACR|Testament|24px}}
! {{Character Label|GGACR|Testament|24px}}
| 60 || 32 || 92 || Medium || {{clr|3|Yes}} ||  
| 60 || 32 || 92 || Medium || Low ||  
|-
|-
! {{Character Label|GGACR|Venom|24px}}
! {{Character Label|GGACR|Venom|24px}}
| 44 || 26 || 70 || Short-Medium || {{clr|3|Yes}} || Slightly longer than others in short category. Very risky reversal. Its not true, but invul is pretty beefy.
| 44 || 26 || 70 || Short || Low ||  
|-
|-
! {{Character Label|GGACR|Zappa|24px}}
! {{Character Label|GGACR|Zappa|24px}}
| 76 || 5 || 81 || Very Short || {{clr|3|Yes}} || Command grab. True reversal (against strike only?).
| 76 || 5 || 81 || Short || Medium || Command grab. True reversal.
|}
|}
:1: Assuming not in IK mode beforehand.
:1: Range is for maximum distance, thus startup is only true if activated point blank.
:2: Fifth hit misses on block so need to punish by crouching and jump FD fifth hit. All hit connects against Bridget on block if done point blank.
 
==CH Airthrow Combos==
==Misc==
Yes they are real.
===Banki Mesai Framechart===
{{FrameChartKey}}
{{#invoke:FrameChart|drawFrameData
|startup  = 3
|active  = 2
|inactive2 = 5
|active3 = 4
|inactive4 = 1
|active5 = 1
|inactive6 = 4
|active7 = 2
|inactive8 = 7
|active9 = 2
|inactive10 = 6
|active11 = 2
|inactive12 = 5
|active13 = 4
|inactive14 = 7
|active15 = 2
|inactive16 = 9
|active17 = 4
|inactive18 = 4
|active19 = 1
|inactive20 = 3
|active21 = 1
|inactive22 = 6
|active23 = 2
|inactive24 = 11
|active25 = 1
|inactive26 = 2
|active27 = 1
|inactive28 = 3
|active29 = 4
|inactive30 = 4
|active31 = 2
|inactive32 = 6
|active33 = 1
|inactive34 = 6
|active35 = 4
|inactive36 = 5
|active37 = 3
|inactive38 = 4
|active39 = 21
|inactive40 = 3
|active41 = 12
|inactive42 = 7
|active43 = 13
|recovery = 47
|specialRecovery = 10
}}
2(5)4(1)1(4)2(7)2(6)2(5)4(7)2(9)4(4)1(3)1(6)2(11)1(2)1(3)3,1(4)2(6)1(6)4(5)3(4)4×4,5(3)3,9(7)3,5×2
 
{{GGACR_Move_Card
|chara=Millia Rage EX
|input=5P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 5
|recovery = 6
}}
{{clr|1|5P}} is one of Millia's main anti-airs, though it is not as easily abused as it was in its previous incarnation. Covers a solid area above and in front of Millia with a mostly disjointed hitbox. She can use it to stop jump-outs or to check the opponent's jump. It's safer than {{clr|1|6P}} on whiff, and its low recovery makes it a low-commitment option for this purpose.
*Due to its low recovery, {{clr|1|5P}} is also a key part of her burst baits, with {{clr|1|2P}}{{clr|1|5P}} after throw or {{clr|1|5PP}} being solid options.
*Will whiff on crouching opponents.


Note: Those routes are for when only airthrow counter hits. For when next hit(s) also CH I havent tested.
[[{{PAGENAME}}#Gatling_Table|Gatling Options]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


Those are all midscreen combos leading into reverse 1 hit sword oki. Multiple routes may work on some characters but only characters on whom combo is optimal will be listed. Optimal according to my testing at least.
===Quick Ref===
{{#cargo_query:tables=MoveData_GGACR
|fields=chara,input,name,startup
|where=onBlock="-12"
|format=dynamic table|order by=_rowID|rows per page=100
}}


{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"
===Zappa table===
! Combo !! Works on !! Notes
{| class="wikitable sortable stripe" border="1" style="margin: 0.5em 1em auto;text-align: center"
|-
|+ 4H corner throw pickup
|-
!  Character !! 5P/2P !!  Last Edguy
|-
! {{Character Label|GGACR|A.B.A|24px}}
| 3F/4F || 6F
|-
! {{Character Label|GGACR|Anji Mito|24px}}
| 1F<sup>2</sup> || 3F
|-
! {{Character Label|GGACR|Axl Low|24px}}
| 4F || 6F
|-
! {{Character Label|GGACR|Baiken|24px}}
| 3F<sup>1</sup> || 5F
|-
! {{Character Label|GGACR|Bridget|24px}}
| 4F<sup>1</sup> || 6F
|-
! {{Character Label|GGACR|Chipp Zanuff|24px}}
| 1F || 3F
|-
! {{Character Label|GGACR|Dizzy|24px}}
| 1F<sup>2</sup> || 2F
|-
! {{Character Label|GGACR|Eddie|24px}}
| 1F<sup>2</sup> || 3F
|-
! {{Character Label|GGACR|Faust|24px}}
| 5F || 7F
|-
! {{Character Label|GGACR|I-No|24px}}
| 4F || 6F
|-
! {{Character Label|GGACR|Jam Kuradoberi|24px}}
| 2F/3F || 5F
|-
! {{Character Label|GGACR|Johnny|24px}}
| N/A || 2F
|-
! {{Character Label|GGACR|Justice|24px}}
| 3F || 5F
|-
! {{Character Label|GGACR|Kliff Undersn|24px}}
| 1F || 3F
|-
! {{Character Label|GGACR|Ky Kiske|24px}}
| 1F<sup>2</sup> || 3F
|-
! {{Character Label|GGACR|May|24px}}
| 2F || 4F
|-
! {{Character Label|GGACR|Millia Rage|24px}}
| 1F || 3F
|-
|-
| AT > {{clr|4|6H}} > {{clr|3|j.S}}(1)/(2) > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > SMS || AB, BA || {{clr|3|j.S}}(1) on Baiken. {{clr|3|j.S}}(2) on ABA. <br> Undertested.
! {{Character Label|GGACR|Order-Sol|24px}}  
| 1F || 3F
|-
|-
| AT > {{clr|2|5K}} > {{clr|1|j.PP}}{{clr|2|K}} > {{clr|3|j.S}}(2) > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > SMS || AX, BR, ED, FA, JU, KL, PO, TE, SL, ZA || Omit one {{clr|1|j.P}} on Bridget, add one on Potemkin. <br> On Pot do {{clr|1|j.P}} loops for better knockdown instead.
! {{Character Label|GGACR|Potemkin|24px}}
| 6F || 8F
|-
|-
| AT > JI > {{clr|1|5P}}(1) > {{clr|2|5K}} > s{{clr|1|j.PPP}}{{clr|2|K}} > {{clr|3|j.S}}(2) > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > SMS || AN, DI, JA, RO || Omit {{clr|1|5P}} on Dizzy and Jam. Add one {{clr|1|j.P}} on Robo-Ky.
! {{Character Label|GGACR|Robo-Ky|24px}}
| 1F<sup>2</sup> || 3F
|-
|-
| AT > JI > {{clr|1|5P}}(1) / {{clr|1|2P}} > {{clr|2|5K}} > s{{clr|1|j.P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} > {{clr|3|j.S}}(2) > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > SMS || JO, KY, MA, MI, HOS, SO, VE || {{clr|1|5P}} for Johnny and Sols, {{clr|1|2P}} for rest. <br> Johnny is very hard to 1 hit, so I actually havent tested it, but probably possible.
! {{Character Label|GGACR|Slayer|24px}}
| 1F || 3F
|-
|-
| AT > JI > {{clr|1|2P}} > {{clr|2|5K}} > s{{clr|1|j.P}}{{clr|2|K}}{{clr|1|P}} > {{clr|3|j.S}}(1) > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > SMS || CH, IN ||
! {{Character Label|GGACR|Sol Badguy|24px}}
| 1F || 3F
|-
|-
! {{Character Label|GGACR|Testament|24px}}
| N/A || N/A
|-
! {{Character Label|GGACR|Venom|24px}}
| N/A || 2F
|-
! {{Character Label|GGACR|Zappa|24px}}
| 1F || 3F
|}
:1: 5P doesnt link to jP due to height
:2: 2P only
===Upscale Test===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
userpage_ood_test1.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
userpage_ood_test2.png
</gallery>
</tabber>
</div>

Revision as of 13:58, 3 August 2022

Stolen tables

K Nuke Manual Detonation Chart

Character Can Run Under Will Connect on Crouching Block? Will Hit Neutral Crouch? Notes
 A.B.A No No No
 Anji Mito No Inconsistent No
 Axl Low Yes1 Inconsistent Inconsistent
 Baiken No No No
 Bridget No No No
 Chipp Zanuff No No No
 Dizzy No Inconsistent Depends on Idle Animation
 Eddie No No No
 Faust Yes No No
 I-No No No Depends on Idle Animation
 Jam Kuradoberi No No No
 Johnny No Inconsistent Depends on Idle Animation
 Justice No Yes Almost Guaranteed
 Kliff Undersn Yes No No
 Ky Kiske No No Depends on Idle Animation
 May No No No
 Millia Rage Yes Inconsistent No
 Order-Sol Yes1 Inconsistent Inconsistent
 Potemkin No Yes Yes
 Robo-Ky No Yes2 Almost Guaranteed2
 Slayer No No Almost Guaranteed
 Sol Badguy Yes1 Inconsistent Inconsistent
 Testament No No Depends on Idle Animation
 Venom No No No
 Zappa Yes No No
1: Can be hit during specific parts of running animation
2: Must detonate behind him

IK Usage Guide

Reference Chart

Character IK mode activation Startup Total Range Stun potential Notes
 A.B.A 68 36 104 Short Medium
 Anji Mito 54 21 75 Fullscreen1 Low Travels from the edge of screen, making the startup a lot longer in practice. Disables screen zooming until recovery.
 Axl Low 90 28 118 Long Low
 Baiken 84 17 101 Fullscreen1 Medium Travels somewhat fast, max distance around 2/3 of the stage.
 Bridget 60 13 76 Medium1 Very Low Takes a few frames to reach max distance.
 Chipp Zanuff 94 56 150 Short-Medium Low Short at ground height. Roundstart distance at jump height. 0 frames post flash.
 Dizzy N/A (30) 106 136 Short Medium Activation is minimum charge time. Requires non jumpable state and has slow input. Executed fast will still be faster than Chipp's.
 Eddie 68 13 81 Short Low Very low profile frames during IK mode activation.
 Faust 82 17 99 Medium Medium
 I-No 76 15 91 Short Low
 Jam Kuradoberi 54 17 71 Long1 High Travels pretty fast for slightly less than half screen.
 Johnny 54 17 71 Fullscreen1 Medium Travels very slow.
 Justice 74 12 86 Fullscreen1 Medium Travels extremely fast.
 Kliff Undersn 100 23 123 Long1 Very High Travels somewhat slow for slightly more than half screen. FB Chop > RC > IK is unmashable.
 Ky Kiske 46 17 63 Long Low
 May 70 16 86 Short Very High Command grab. True reversal.
 Millia Rage 66 34 100 Fullscreen Low Tracks.
 Order-Sol N/A (101) N/A (8) N/A (109) Short Medium Activation is time to reach level 3 from zero charge. Startup is Sakkai. Just for fun.
EX  Order-Sol 76 8 84 Short Medium Just for fun.
 Potemkin 98 17 115 Short High True reversal according to hitbox viewer.
 Robo-Ky 80 18 98 Short High Will most likely stun while airborne.
 Slayer 80 20 100 Medium1 Medium Travels pretty fast for slightly farther than roundstart.
 Sol Badguy 76 15 91 Short-Medium Low Reaches pretty far, but at the height where it probably won't hit anything.
 Testament 60 32 92 Medium Low
 Venom 44 26 70 Short Low
 Zappa 76 5 81 Short Medium Command grab. True reversal.
1: Range is for maximum distance, thus startup is only true if activated point blank.

Misc

Banki Mesai Framechart

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window
Total: 256

2(5)4(1)1(4)2(7)2(6)2(5)4(7)2(9)4(4)1(3)1(6)2(11)1(2)1(3)3,1(4)2(6)1(6)4(5)3(4)4×4,5(3)3,9(7)3,5×2

No results
Total: 17

5P is one of Millia's main anti-airs, though it is not as easily abused as it was in its previous incarnation. Covers a solid area above and in front of Millia with a mostly disjointed hitbox. She can use it to stop jump-outs or to check the opponent's jump. It's safer than 6P on whiff, and its low recovery makes it a low-commitment option for this purpose.

  • Due to its low recovery, 5P is also a key part of her burst baits, with 2P5P after throw or 5PP being solid options.
  • Will whiff on crouching opponents.

Gatling Options 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

No results

No results

Quick Ref

chara input name startup
chara input name startup
A.B.A D+X Blue Burst 17
A.B.A 6H[gm] 11
A.B.A DAA[m] Dead Angle Attack (Moroha) 10
A.B.A 236S > 46S > 63214S[m] Condemnation 14
Dizzy 5D 29
Faust 2D 13
Ky Kiske 5D 25
May 5[D] Just Kidding~ 35
Millia Rage 5D 27
Order-Sol 632146H Lv1 Tyrant Rave ver. Omega Lv 1 5+10
Robo-Ky 5D 24
Venom 5D 25
Venom 6P 9
Zappa 236P Hello, Three Centipedes 10
Zappa 236S This Has Gotta Hurt 12
Jam Kuradoberi 2H 9

Zappa table

4H corner throw pickup
Character 5P/2P Last Edguy
 A.B.A 3F/4F 6F
 Anji Mito 1F2 3F
 Axl Low 4F 6F
 Baiken 3F1 5F
 Bridget 4F1 6F
 Chipp Zanuff 1F 3F
 Dizzy 1F2 2F
 Eddie 1F2 3F
 Faust 5F 7F
 I-No 4F 6F
 Jam Kuradoberi 2F/3F 5F
 Johnny N/A 2F
 Justice 3F 5F
 Kliff Undersn 1F 3F
 Ky Kiske 1F2 3F
 May 2F 4F
 Millia Rage 1F 3F
 Order-Sol 1F 3F
 Potemkin 6F 8F
 Robo-Ky 1F2 3F
 Slayer 1F 3F
 Sol Badguy 1F 3F
 Testament N/A N/A
 Venom N/A 2F
 Zappa 1F 3F
1: 5P doesnt link to jP due to height
2: 2P only

Upscale Test