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{{#lst:{{ | {{InvisibleHeader}} | ||
{{#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== | ||
{{ | ===<big>5A</big>=== | ||
| | {{SBX_Move_Card | ||
|input=5A | |||
| | }} | ||
| | ===<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>=== | |||
== | {{SBX_Move_Card | ||
|input=6B | |||
| | |||
}} | }} | ||
===<big>6C</big>=== | |||
== | {{SBX_Move_Card | ||
|input=6C | |||
| | |||
}} | }} | ||
===<big>j.A</big>=== | |||
== | {{SBX_Move_Card | ||
|input=j.A | |||
| | |||
}} | }} | ||
===<big>j.B</big>=== | |||
== | {{SBX_Move_Card | ||
|input=j.B | |||
| | |||
}} | }} | ||
===<big>j.C</big>=== | |||
== | {{SBX_Move_Card | ||
|input=j.C | |||
| | |||
}} | }} | ||
==Navigation== | ==Navigation== | ||
<center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}| | <center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}|50px}}</center> | ||
{{#lst:{{ | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{Navbar-SBX}} | {{Navbar-SBX}} |
Revision as of 14:12, 14 August 2022
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.
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 |
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.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.