Cyberbots: Fullmetal Madness//Fordy-type Models: Difference between revisions

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==FZ-100 Fordy==
==FZ-100 Fordy==
{{CBEssentials
{{CBEssentials
|Cb-fordy.gif|FZ-100 Fordy|Homing Missile|Power Knuckle|Command Walker}}
|Cb-fordy.gif|FZ-100 Fordy|Homing Missile|Power Knuckle|Command Walker|Fordy is a rage-filled ball of divine punishment, whose high speed and high damage come at the cost of low defense. His Drill Anchor and Spiral Anchor are high-damage punishers for lots of ground moves, and his Surprise Blades easily punish jump-ins. But let it not be said that Fordy is just a turtle; he has three superfast airdashes, his homing missiles give him cover for any approach, and successfully landing Fordy Beat and Fordy Break as a frame trap or punish will net you an over-half-life combo.}}
Fordy is the only character with 'Deadly Rave' style moves.


===Move List===
===Move List===
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==FZ-202 Tarantula==
==FZ-202 Tarantula==
{{CBEssentials
{{CBEssentials
|Cb-talantura.gif|FZ-202 Tarantula|Thousand Missile|Force Claw|Insectroid}}
|Cb-talantura.gif|FZ-202 Tarantula|Thousand Missile|Force Claw|Insectroid|Tarantula is tricky rushdown VA, both to play and to fight. His Rising Tornado and Falling Winds offer him unique trajectories with which to close distance, where his main goal is to land his Powered Wrecker grabs in some way or another. P.W. can be aimed in any direction, can even be held out by boosting on the ground, and has three levels of followups based on your execution speed. However Tarantula has virtually no tools to help him set up traps with it, so Powered Wrecker's primary use is to utilize its extra long reach and fast startup to beat out other moves while reading the opponent.}}
Tarantula has unique aimable grabs and a high number of mobility options.


===Move List===
===Move List===
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==FZ-900J Killer Bee==
==FZ-900J Killer Bee==
{{CBEssentials
{{CBEssentials
|Cb-killerbee.gif|FZ-900J Killer Bee|Mine Shooter|Laser Blade|Turbo Jets}}
|Cb-killerbee.gif|FZ-900J Killer Bee|Mine Shooter|Laser Blade|Turbo Jets|Killer Bee has some of the best mobility in the game, with an ability set to get him around and through any obstacles. Killer Screw and its extensions power through physical projectiles, and Killer Bee Strike simply ignores everything on the screen. His hover boost and airthrow make him dangerous to approach in the air, while the far reaching Killer Sword, Killer Eye, and mine shooter make him dangerous to leave alone. Killer Bee's only weak point is his poor defense, the lowest in the game.}}
Killer Bee features some of the best mobility and space control in the game.


===Move List===
===Move List===

Revision as of 10:22, 6 November 2012

Cyberbots: Fullmetal MadnessBotslogo.png
Cyberbots: Fullmetal MadnessCyberbots/Gameplay#Basic ElementsCyberbots: Fullmetal Madness#Variant ArmorsCyberbots/System dataCyberbots/Fun StuffCyberbots/StrategyMvC3HeaderButtons.png

FZ-100 Fordy

Cb-fordy.gif
FZ-100 Fordy
Weapon: Homing Missile
Arm Part: Power Knuckle
Leg Part: Command Walker
Summary: Fordy is a rage-filled ball of divine punishment, whose high speed and high damage come at the cost of low defense. His Drill Anchor and Spiral Anchor are high-damage punishers for lots of ground moves, and his Surprise Blades easily punish jump-ins. But let it not be said that Fordy is just a turtle; he has three superfast airdashes, his homing missiles give him cover for any approach, and successfully landing Fordy Beat and Fordy Break as a frame trap or punish will net you an over-half-life combo.

Move List

Target Combos
Command Name Notes
  L > H Mega Upper
  L > L > H Mega Upper Extend
Throws
Command Name Notes
b or f + Atk Light & Heavy Throws Throw
b or f + Atk Pickup Throw Throw OTG
Qcfd.png + Atk Disassemble Throw Armed opponent only
Special Moves
Command Name Notes
qcf + Atk Iron Nail
dp + Atk Surprise Blade
b (ch) f + Atk Drill, Spiral Anchor cptr
  L ~ W.png ~ H Fordy Beat alternatively L ~ H ~ W.png
 from Fordy Beat
  L ~ W.png ~ H ~ L
Fordy Break
qcf + W.png Dual Homing Missile airok OTG
Cyber-EX Moves
Command Name Notes
qcf qcf + Atk Nebula Stream
  L H Giga Strike OTG


FZ-202 Tarantula

Cb-talantura.gif
FZ-202 Tarantula
Weapon: Thousand Missile
Arm Part: Force Claw
Leg Part: Insectroid
Summary: Tarantula is tricky rushdown VA, both to play and to fight. His Rising Tornado and Falling Winds offer him unique trajectories with which to close distance, where his main goal is to land his Powered Wrecker grabs in some way or another. P.W. can be aimed in any direction, can even be held out by boosting on the ground, and has three levels of followups based on your execution speed. However Tarantula has virtually no tools to help him set up traps with it, so Powered Wrecker's primary use is to utilize its extra long reach and fast startup to beat out other moves while reading the opponent.

Move List

Target Combos
Command Name Notes
  L > H Max Push
  L > L > H Max Push Extend
Throws
Command Name Notes
b or f + Atk Light & Heavy Throws Throw
b or f + Atk Pickup Throw Throw OTG
Qcfd.png + Atk Disassemble Throw Armed opponent only
Special Moves
Command Name Notes
qcf + Atk or L H Powered Wrecker airok cptr Boost.png-able
Qcfd.png + Atk or L H Downward P. W. aironly cptr
from P. W. Atk Wrecker Slam
from P. W. qcb + Atk Thousand Missiles
dp + Atk Rising Tornado
rdp + Atk Falling Winds
d (ch) u + Atk Tarantula Stamp high OTG
Cyber-EX Moves
Command Name Notes
qcf qcf + Atk Falling Destroy Unblockable
  L H Giga Strike OTG


FZ-900J Killer Bee

Cb-killerbee.gif
FZ-900J Killer Bee
Weapon: Mine Shooter
Arm Part: Laser Blade
Leg Part: Turbo Jets
Summary: Killer Bee has some of the best mobility in the game, with an ability set to get him around and through any obstacles. Killer Screw and its extensions power through physical projectiles, and Killer Bee Strike simply ignores everything on the screen. His hover boost and airthrow make him dangerous to approach in the air, while the far reaching Killer Sword, Killer Eye, and mine shooter make him dangerous to leave alone. Killer Bee's only weak point is his poor defense, the lowest in the game.

Move List

Target Combos
Command Name Notes
  L > H Sword Thrust
  L > L > H Sword Thrust Extend
Throws
Command Name Notes
b or f + Atk Light & Heavy Throws Throw
b or f + Atk Pickup Throw Throw OTG
b or f + Atk AIRTHROW airthrow
Special Moves
Command Name Notes
qcf + Atk or L H Killer Screw airok OTG
from K. S. N + Atk Killer Screw Extend OTG Any Direction
dp + Atk Killer Bee Strike OTG
hcb + Atk Killer Sword
b (ch) f + Atk Killer Eye
Cyber-EX Moves
Command Name Notes
qcf qcf + Atk Delta Blast
  L H Giga Strike OTG