PersonaggiMr. Compress

Villain

Mr. Compress

I suoi giochi di prestigio e sparizioni sono degni di un vero mago!

Stile di combattimento
1
Costumi
34
Pose
10
Voci
12
Emblemi
31

Mr. Compress

Stile di combattimento

Mr. Compress Original

Stile di combattimento

Original

Stile con le tecniche Quirk originali

  • PV300
  • Uscita Stagione 1
  • Dove trovarloOttenuto con la licenza speciale

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

PV massimi al tappeto+ Aumenta i PV mentre sei al tappeto

Livello1234
Valore5101520

Abilità T.U.N.I.N.G speciale

Tasche magiche Puoi portare con te più Bevande di supporto. Aumenta ulteriormente quando sale il livello.

Livello1234567891011
Valore23456101112131415
Valori fissi
  • 1 · Non usato dal gioco
Livello abilità

Tecnica Quirk α

Apparizione con Biglia

Lancia una biglia piena di oggetti compressi che saltano fuori al termine del lancio.
In modalità mira, la gittata del lancio aumenta.

Apparizione con Biglia
Hit
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Potenza di atterramento 125
525354555657585960
Impact
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Potenza di atterramento 125
222324252627282930
Munizioni777888889
Munizioni per utilizzo111111111
Ricarica (s)111111111
Ritardo ricarica (s)0.50.50.50.50.50.50.50.50.5
Ricarica con penalità (s)3.53.53.53.53.53.53.53.53.5
Ritardo con penalità (s)111111111
Aumento di livello tecniche Quirk
  1. Lv.2 Danni +
  2. Lv.3 Danni +
  3. Lv.4 Danni +, Quantità proiettili +, Dimensione +
  4. Lv.5 Danni +
  5. Lv.6 Danni +
  6. Lv.7 Danni +, Dimensione +
  7. Lv.8 Danni +
  8. Lv.9 Danni +, Quantità proiettili +

Tecnica Quirk β

Sparizione con Biglia

Rilascia una barriera che rimanda al mittente i proiettili avversari.
I proiettili riflessi fanno più male quando colpiscono.

Sparizione con Biglia
Munizioni140160180200210220230240250
Munizioni per utilizzo101010101010101010
Ricarica (s)0.50.50.50.50.50.50.50.50.5
Munizioni per ricarica101010101010101010
Ritardo ricarica (s)111111111
Ricarica con penalità (s)555555555
Ritardo con penalità (s)111111111
Aumento di livello tecniche Quirk
  1. Lv.2 Resistenza +
  2. Lv.3 Resistenza +
  3. Lv.4 Resistenza +, Dimensione +, Danni riflessi +
  4. Lv.5 Resistenza +
  5. Lv.6 Resistenza +
  6. Lv.7 Resistenza +, Danni riflessi +
  7. Lv.8 Resistenza +
  8. Lv.9 Resistenza +, Dimensione +

Tecnica Quirk γ

Escapologia

Ti comprimi in una biglia e salti a grande distanza avvolto dal fumo.

Escapologia
Hit
  • Projectile
  • Reaction: Strong
  • Guard: Nagara
  • Potenza di atterramento 1
6065707580859095100
At feet Explosion
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Potenza di atterramento 10
859095100105110115120125
Munizioni111111112
Munizioni per utilizzo111111111
Ricarica (s)888666666
Ritardo ricarica (s)111111111
Ricarica con penalità (s)888666668
Ritardo con penalità (s)111111111
  • Reload starts on the ground
Aumento di livello tecniche Quirk
  1. Lv.2 Danni +
  2. Lv.3 Danni +
  3. Lv.4 Danni +, Velocità di ricarica +
  4. Lv.5 Danni +
  5. Lv.6 Danni +
  6. Lv.7 Danni +
  7. Lv.8 Danni +
  8. Lv.9 Danni +, Quantità proiettili +

Azioni speciali

Magic Resurrection
Comprimi un alleato e portalo con te. L'alleato compresso recupera gradualmente PV.
Se l'alleato è stremato, premi di nuovo per farlo uscire dalla biglia per poterlo salvare.

Azioni speciali
Valore
Munizioni1
Munizioni per utilizzo1
Ricarica (s)1
Ritardo ricarica (s)0
Ricarica con penalità (s)1
Ritardo con penalità (s)0

Corpo a corpo

Attacchi che non salgono di livello.
Corpo a corpo
Valore
Ground Melee 1(Step-in)
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Potenza di atterramento 20
5
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Potenza di atterramento 100
30
Ground Melee 2
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Up to 3 hits, every 0.1s
  • Potenza di atterramento 25
5
Ground Melee 2(Blow away)
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Potenza di atterramento 500
80
Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Potenza di atterramento 250
60
Marble
  • Projectile
  • Reaction: Always weak
  • Guard: Whole
  • Up to 10 hits, every 1s
  • Potenza di atterramento 1
5
Finisher
  • Melee
  • Reaction: Always weak
  • Guard: Nagara
  • Potenza di atterramento 100
1

Statistiche e movimento

Uguale per tutti gli stili, tranne i PV.

Corpo

PV
300
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
Body size
L

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

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.

Proiettili

10 entries
Lifetime and range of every projectile, hitbox and effect this character spawns
Internal nameLifetime (s)Max distance
Unique1 0.25 no limit
Unique1 Aim 0.65 no limit
Unique1 Child 5 no limit
Unique1 Impact 0.4 no limit
Unique2 Catch until it hits no limit
Unique3 3 no limit
Unique3 Child 1 no limit
Unique3 Bomb 0.1 no limit
Unique3 Bomb Air 0.1 no limit
Unique3 Bomb Child 1 no limit

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

Costumi

34 disponibili

Pose

10 disponibili

Voci

12 disponibili

Informazioni su questi numeri

  • 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.

Mr. Compress Risorse GUI

Icone del volto 8

Stile di combattimento 4

Tecniche Quirk 4

Abilità T.U.N.I.N.G speciale 1

Costumi 198

Pose 33

Emblemi 6

Click an image to open the file at full size.