CharaktereMt. Lady

Held

Mt. Lady

Ist sie erstmal riesig, wird sie zur Furie! Unsere Lady Desaster, die großflächig zuschlagen kann!

Kampfstil
1
Kostüme
24
Posen
11
Stimmen
11
Abzeichen
31

Mt. Lady

Kampfstil

Mt. Lady Original

Kampfstil

Original

Ein Kampfstil, bei dem die originalen Macken-Talente zur Anwendung kommen.

  • TP350
  • Veröffentlicht Saison 1
  • Erhältlich:Standard

T.U.N.I.N.G.

Macken-Talent-β-Abwehr+ Senkt den Schaden, der durch Macken-Talent β erlitten wird

Stufe1234
Wert0.990.9850.980.975

Spezial-T.U.N.I.N.G.-Talent

Widerständler Wenn deine Abwehr durchbrochen wird, erhöht sich deine Verteidigung für eine Weile. Die Wirkungsdauer erhöht sich beim Level-Up.

Stufe1234567891011
Wert55.566.57141516171820
Feste Werte
  • Damage you take ×0.8
Talentstufe

Macken-Talent α

Spike Knuckle

Mithilfe eines Faustschlags werden zwei Kraftwellen entsendet, die in gigantifizierter Form noch größer ausfallen.

Spike Knuckle
Hit
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Niederschlagskraft 50
343638404244464850
Giant
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Niederschlagskraft 50
  • Object damage ×3
505356596265687175
Impact
  • Melee
  • Reaction: Always weak
  • Guard: Nagara
404550555759616365
Munition666777778
Munition pro Einsatz111111111
Nachladezeit (s)111111111
Nachladeverzögerung (s)1.21.21.21.21.21.21.21.21.2
Straf-Nachladezeit (s)555555555
Strafverzögerung (s)2.42.42.42.42.42.42.42.42.4
Macken-Talent-Level-Up
  1. Lv.2 Schaden+
  2. Lv.3 Schaden+
  3. Lv.4 Schaden+, Kapazität+, Größe+
  4. Lv.5 Schaden+
  5. Lv.6 Schaden+
  6. Lv.7 Schaden+
  7. Lv.8 Schaden+
  8. Lv.9 Schaden+, Kapazität+, Größe+

Macken-Talent β

Caldera Stomp

Erzeuge durch einen energischen Stampfer eine Druckwelle, die selbst Gegner durch Wände hindurch treffen kann. In gigantifizierter Form fallen die Wellen noch größer aus.

Caldera Stomp
Hit
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Niederschlagskraft 240
454749505254565860
Giant
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Niederschlagskraft 500
  • Object damage ×3
100110120130135140145150160
Munition333333333
Munition pro Einsatz111111111
Nachladezeit (s)5554.54.54.5443.5
Nachladeverzögerung (s)1.51.51.51.51.51.51.51.51.5
Straf-Nachladezeit (s)888888888
Strafverzögerung (s)333333333
Macken-Talent-Level-Up
  1. Lv.2 Schaden+
  2. Lv.3 Schaden+
  3. Lv.4 Schaden+, Nachladetempo+, Radius+
  4. Lv.5 Schaden+
  5. Lv.6 Schaden+
  6. Lv.7 Schaden+, Nachladetempo+
  7. Lv.8 Schaden+
  8. Lv.9 Schaden+, Nachladetempo+, Radius+

Macken-Talent γ

Canyon Cannon

Lande einen Sprungtritt in Zielrichtung. In gigantifizierter Form führst du einen beherzten Slide-Kick aus.

Canyon Cannon
Multi-hit
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Up to 10 hits, every 0.05s
  • Niederschlagskraft 10
555555555
Hit
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Niederschlagskraft 500
859095100102104106108110
Giant
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Niederschlagskraft 500
  • Object damage ×3
100110120130135140145150160
Munition222222222
Munition pro Einsatz111111111
Nachladezeit (s)888777776
Nachladeverzögerung (s)111111111
Straf-Nachladezeit (s)121212111111111110
Strafverzögerung (s)111111111
Macken-Talent-Level-Up
  1. Lv.2 Schaden+
  2. Lv.3 Schaden+
  3. Lv.4 Schaden+, Nachladetempo+
  4. Lv.5 Schaden+
  5. Lv.6 Schaden+
  6. Lv.7 Schaden+
  7. Lv.8 Schaden+
  8. Lv.9 Schaden+, Nachladetempo+

Spezialaktion

Gigantifikation
Werde riesengroß (an engen Plätzen nicht möglich). Nach mehreren Treffern normalisiert sich dein Zustand wieder.

Spezialaktion
Wert
Munition450
Munitionsverbrauch pro Sekunde25
Nachladezeit (s)0.1
Nachladeverzögerung (s)5
Straf-Nachladezeit (s)45
Strafverzögerung (s)10

Nahkampf

Angriffe ohne Stufenaufstieg.
Nahkampf
Wert
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Niederschlagskraft 100
20
Ground Melee 2
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Niederschlagskraft 100
20
Ground Melee 3
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Niederschlagskraft 500
80
Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Niederschlagskraft 250
60
Giant Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Niederschlagskraft 100
  • Object damage ×3
20
Giant Ground Melee 2
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Niederschlagskraft 100
  • Object damage ×3
20
Giant Ground Melee 3
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Niederschlagskraft 500
  • Object damage ×3
80
Giant Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Niederschlagskraft 250
  • Object damage ×3
60
Finisher
  • Melee
  • Reaction: Always weak
  • Guard: Nagara
  • Niederschlagskraft 100
100

Werte & Bewegung

Für alle Kampfstile gleich, außer TP.

Körper

TP
350
Guard Points (GP)
250
Armor
100
Down gauge
500
Freeze gauge
100
Shock gauge
100
Guard break rate
1
Damage taken rate
1
Damage taken rate (special)
1
Giant: armor resistance
0.1
Giant: down resistance
0.2
Giant: status resistance
0.1
Body size
M

Run

Top speed
600
Start speed
400
Time to top speed (s)
0.4
Stop time (s)
0.3

Dash

Top speed
1000
Start speed
800
Time to top speed (s)
4
Stop time (s)
0.25

Jump

Height (standing)
300
Rise time (s)
0.25
Height (moving)
150
Rise time, moving (s)
0.15
Forward speed, start
800
Forward speed, end
700

Wall

Wall run top speed
700
Wall run start speed
50
Time to top speed (s)
0.4
Wall jump height
250
Wall jump speed, start
600
Wall jump speed, end
500

Dodge

End speed
1000
Start speed
900
Invincible time (s)
0.3

Giant form

Run top speed
1200
Run start speed
100
Scale
12
Move rate
0.5
Jump height
2000

Other

Move rate while aiming
0.6
Move rate while crouching
0.6
Landing lag from height
500
Longest landing lag from height
2000
Landing lag, shortest (s)
0.2
Landing lag, longest (s)
0.4
Finisher time (s)
3
Aim assist distance
5000

Speeds, heights and distances are in game units (Unreal units: 100 = 1 metre), speeds per second.

Projektile

6 entries
Lifetime and range of every projectile, hitbox and effect this character spawns
Internal nameLifetime (s)Max distance
Unique1 5 2400
Unique1 Giant 1.5 no limit
Unique1 Giant Impact 0.5 no limit
Stomp 0.45 no limit
Stomp Giant 0.45 no limit
Stomp Giant Predict 1.35 no limit

Where two numbers are shown, the first is skill level 1 and the second the highest level. Names are the developers'.

Kostüme

24 verfügbar

Posen

11 verfügbar

Stimmen

11 verfügbar

Über diese Zahlen

  • Damage, GP damage, down power, ammo and reload values are the game server's balance data for the current version. They are base values, before role bonuses, T.U.N.I.N.G. and the target's damage taken rate.
  • A highlighted cell changed from the level before it. Pick a level with the level buttons to follow one column.
  • Penalty reload values are the ones stored for a magazine that has been emptied. A skill with 1 ammo empties on every use.
  • Reaction and Guard are the game's own names for how a hit moves the target and how it deals with GP (explained below). Hover a tag to see what it means.
  • Hover a row name to see the field or the original Japanese part name it comes from.

Guard: what happens when the target has GP

Whole
GP takes the damage (no HP damage while GP lasts). The target plays a full-body guard reaction that interrupts what it was doing.
Nagara
GP takes the damage (no HP damage while GP lasts). The target only flinches on top of what it is doing and keeps moving. Nagara is Japanese for "while".
Through
Ignores GP: the damage goes straight to HP, even while the target still has GP.
Strong
GP takes the damage (no HP damage while GP lasts). The target plays a heavy guard reaction.
Damage reaction
GP takes the damage (no HP damage while GP lasts), but the target still plays the move's own reaction (see Reaction), as if unguarded.
Through GP
GP still takes the damage (no HP damage while GP lasts), but the move's reaction, such as a grab or a blow-off, goes through the guard.

Every Guard type except Through stops HP damage while the target has GP; the hit that breaks the GP passes what is left over to HP. The type only changes how the target reacts in the meantime.

Reaction: how the hit moves the target

No reaction
The target does not react.
Weak
A light flinch.
Always weak
A light flinch, every time.
Strong
A heavy hit that knocks the target back.
Straight
Knocks the target straight back (it bounces on landing).
Grabbed
Grabs the target.
Captured
Captures the target (held in place).
Pulled up
Pulls the target up.
Involved
Drags the target along with the move.
Zero gravity
Puts the target in zero gravity (it floats).
Noise
Stuns the target with noise.
Strong launch
Launches the target into the air.
Grabbed (no reaction)
Grabs the target without a hit reaction.
Strong bound
Slams the target into the ground so it bounces (バウンド, "bound").
Teleport weak
A light flinch from being warped.
Stone bind
Binds the target in stone.
Strong blow-off
Blows the target far away.
Strong add-hit
A heavy hit followed by an extra hit.
Strong carry front
Carries the target forward with the attacker.
Straight (no bound)
Knocks the target straight back without the bounce.

Mt. Lady GUI-Assets

Gesichtssymbole 8

Kampfstil 4

Macken-Talent 4

Spezial-T.U.N.I.N.G.-Talent 1

Kostüme 90

Posen 33

Abzeichen 6

Click an image to open the file at full size.