SBX/Oichi: Difference between revisions

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{{#lst:{{BASEPAGENAME}}/Data|Links}}
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{{#lst:{{PAGENAME}}/Data|Links}}
======<span style=visibility:hidden;font-size:0>Overview</span>======
{{Overview
|overview=Oichi is a frail character with the most firepower of all BASARAX.
She is characterized by her nine different types of powerful abnormalities and her mode change by using the open-rooted country.
The abnormalities include a ban on the use of reinforcements, and each effect overlaps, making it powerful.
After the mode change, it shows extraordinary explosive power while inflicting abnormalities, and even takes less than 20 seconds per round.
The management of the abnormalities and mode change while reinforcements are present is also an interesting point.
On the other hand, his low strength and mobility, as well as his low normal firepower, make him a far from stable character whether he wins or loses.
|summary=
|pros=
*'''Placeholder Pro''': explanation text.
|cons=
*'''Placeholder Con''': explanation text.
}}
 
==Normals==
==Normals==
{{#cargo_query:tables=MoveData_SBX
===<big>5A</big>===
|fields=input,damage,guard,startup,active,recovery,onBlock,onHit,invuln,notes,images,hitboxes
{{SBX_Move_Card
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="normal"
|input=5A
|format=dynamic table|order by=_rowID|rows per page=50
}}
|details fields=images,hitboxes,notes
===<big>5B</big>===
{{SBX_Move_Card
|input=5B
}}
===<big>5C</big>===
{{SBX_Move_Card
|input=5C
}}
===<big>2A</big>===
{{SBX_Move_Card
|input=2A
}}
===<big>2B</big>===
{{SBX_Move_Card
|input=2B
}}
===<big>2C</big>===
{{SBX_Move_Card
|input=2C
}}
}}
 
===<big>6B</big>===
==Reinforcements==
{{SBX_Move_Card
{{#cargo_query:tables=MoveData_SBX
|input=6B
|fields=input,name,damage,guard,startup,active,recovery,onBlock,onHit,invuln,notes,images,hitboxes
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="Reinforcements"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=images,hitboxes,notes
}}
}}
 
===<big>6C</big>===
==System Mechanics==
{{SBX_Move_Card
{{#cargo_query:tables=MoveData_SBX
|input=6C
|fields=input,name,damage,guard,startup,active,recovery,onBlock,onHit,invuln,notes,images,hitboxes
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="System Mechanics"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=images,hitboxes,notes
}}
}}
 
===<big>j.A</big>===
==Specials==
{{SBX_Move_Card
{{#cargo_query:tables=MoveData_SBX
|input=j.A
|fields=input,name,damage,guard,startup,active,recovery,onBlock,onHit,invuln,notes,images,hitboxes
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="special"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=images,hitboxes,notes
}}
}}
 
===<big>j.B</big>===
==Supers==
{{SBX_Move_Card
{{#cargo_query:tables=MoveData_SBX
|input=j.B
|fields=input,name,damage,guard,startup,active,recovery,onBlock,onHit,invuln,notes,images,hitboxes
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="super"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=images,hitboxes,notes
}}
}}
 
===<big>j.C</big>===
==Misc==
{{SBX_Move_Card
{{#cargo_query:tables=MoveData_SBX
|input=j.C
|fields=input,name,damage,guard,startup,active,recovery,onBlock,onHit,invuln,notes,images,hitboxes
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="other"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=images,hitboxes,notes
}}
}}


==Navigation==
==Navigation==
<center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}|60px}}</center>
<center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}|50px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-SBX}}
{{Navbar-SBX}}

Revision as of 14:12, 14 August 2022


Overview
Overview

Oichi is a frail character with the most firepower of all BASARAX. She is characterized by her nine different types of powerful abnormalities and her mode change by using the open-rooted country. The abnormalities include a ban on the use of reinforcements, and each effect overlaps, making it powerful. After the mode change, it shows extraordinary explosive power while inflicting abnormalities, and even takes less than 20 seconds per round. The management of the abnormalities and mode change while reinforcements are present is also an interesting point. On the other hand, his low strength and mobility, as well as his low normal firepower, make him a far from stable character whether he wins or loses.

 Oichi  Oichi

Pros
Cons
  • Placeholder Pro: explanation text.
  • Placeholder Con: explanation text.
Oichi
SBX Oichi Portrait.png
Damage Taken
135%
Prejump
4F
Backdash
32F

Normals

5A

Guard Startup Active Recovery On-Block Damage Level
Low 5 2 10 -3 16 1

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

5B

Guard Startup Active Recovery On-Block Damage Level
Mid 15 1 16 -1 30 4

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Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

5C

Guard Startup Active Recovery On-Block Damage Level
Mid 21 4 20 -8 54 4

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

2A

Guard Startup Active Recovery On-Block Damage Level
Low 7 2 12 -5 14 1

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

2B

Guard Startup Active Recovery On-Block Damage Level
Mid 12 3 15 -5 34 3

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

2C

Guard Startup Active Recovery On-Block Damage Level
Low 14 6 21 -11 55 4

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

6B

Guard Startup Active Recovery On-Block Damage Level
High 27 4 21 -9 32 4

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

6C

No results

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

j.A

Guard Startup Active Recovery On-Block Damage Level
High 7 2 10 24 2

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

j.B

Guard Startup Active Recovery On-Block Damage Level
High 10 3 14 28 3

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

j.C

Guard Startup Active Recovery On-Block Damage Level
High 14 3 16 47 5

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

Navigation

 Oichi
To edit frame data, edit values in SBX/Oichi/Data.