PersonajesCementoss

Héroe

Cementoss

¡Endurece el escenario con cemento! Sin duda una fortaleza que te protege de los enemigos.

Estilo de lucha
1
Trajes
36
Poses
9
Voces
11
Emblemas
31

Cementoss

Estilo de lucha

Cementoss Original

Estilo de lucha

Original

Estilo que permite utilizar los dones especiales originales

  • PS350
  • Lanzamiento Temporada 1
  • Lugar de adquisiciónPredeterminado

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

Velocidad de carrera ↑ Aumento de la velocidad de esprint

Nivel1234
Valor1.011.021.031.04

Habilidad especial de Tuning

Apoyo vengador Cura a tus aliados durante un cierto período de tiempo si te rompen la guardia. A medida que subes de nivel, aumenta el tiempo de efecto.

Nivel1234567891011
Valor33.544.55101112131415
Valores fijos
  • HP restored per tick: 7
Nivel de técnica

Don especial α

Rompecolumnas

Dispara proyectiles de cemento que se convierten en un pilar al impactar.
Si se lanza a sus pies, se elevará sobre el cemento.

Rompecolumnas
Hit
  • Projectile
  • Reaction: Weak
  • Guard: Nagara
  • Poder de derribo 100
404346495153555760
Pillar
  • Projectile
  • Reaction: Strong
  • Guard: Strong
  • Poder de derribo 100
606366707274767880
Munición555666667
Munición por uso111111111
Recarga (s)2.52.52.52.52.52.52.52.52.5
Retraso de recarga (s)111111111
Recarga con penalización (s)8.58.58.58.58.58.58.58.58.5
Retraso con penalización (s)222222222
Don: subida de nivel
  1. Lv.2 Daño ↑
  2. Lv.3 Daño ↑
  3. Lv.4 Daño ↑, Disparos ↑, Tamaño ↑
  4. Lv.5 Daño ↑
  5. Lv.6 Daño ↑
  6. Lv.7 Daño ↑
  7. Lv.8 Daño ↑
  8. Lv.9 Daño ↑, Disparos ↑, Tamaño ↑

Don especial β

Muro de carga

Crea paredes de cemento en línea recta hacia adelante.
Muévete en cualquier dirección para darle forma.

Muro de carga
Hit
  • Projectile
  • Reaction: Strong
  • Guard: Strong
  • Poder de derribo 200
125135145155160165170175180
Munición111222223
Munición por uso111111111
Recarga (s)444333332.5
Retraso de recarga (s)1.51.51.51.51.51.51.51.51.5
Recarga con penalización (s)444666667.5
Retraso con penalización (s)333333333
Don: subida de nivel
  1. Lv.2 Daño ↑
  2. Lv.3 Daño ↑
  3. Lv.4 Daño ↑, Disparos ↑, Velocidad de recarga ↑, Tamaño ↑
  4. Lv.5 Daño ↑
  5. Lv.6 Daño ↑
  6. Lv.7 Daño ↑
  7. Lv.8 Daño ↑
  8. Lv.9 Daño ↑, Disparos ↑, Velocidad de recarga ↑, Tamaño ↑

Don especial γ

Losa de hormigón

Dispara proyectiles de cemento y crea un punto de apoyo en el lugar en el que impactan.

Losa de hormigón
Hit
  • Projectile
  • Reaction: Always weak
  • Guard: Whole
  • Poder de derribo 100
444648505254565860
Pillar
  • Projectile
  • Reaction: Strong
  • Guard: Strong
  • Poder de derribo 100
7377818588919497100
Munición222222222
Munición por uso111111111
Recarga (s)999888887
Retraso de recarga (s)1.51.51.51.51.51.51.51.51.5
Recarga con penalización (s)12121210.510.510.510.510.59
Retraso con penalización (s)333333333
Don: subida de nivel
  1. Lv.2 Daño ↑
  2. Lv.3 Daño ↑
  3. Lv.4 Daño ↑, Velocidad de recarga ↑, Tamaño ↑
  4. Lv.5 Daño ↑
  5. Lv.6 Daño ↑
  6. Lv.7 Daño ↑
  7. Lv.8 Daño ↑
  8. Lv.9 Daño ↑, Velocidad de recarga ↑, Tamaño ↑

Acción especial

Muro protector
Reanima a un aliado moribundo con cemento.
Se podrá utilizar incluso cuando el aliado esté detrás de una pared.

Acción especial
Valor
Special Action
  • Projectile
  • Reaction: Strong
  • Guard: Whole
  • Poder de derribo 100
0
Munición1
Munición por uso1
Recarga (s)50
Retraso de recarga (s)0
Recarga con penalización (s)50
Retraso con penalización (s)0

Puños

Ataques que no suben de nivel.
Puños
Valor
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Poder de derribo 100
20
Ground Melee 2
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Poder de derribo 50
30
Ground Melee 3
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Poder de derribo 25
25
Ground Melee 4
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Poder de derribo 500
25
Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Poder de derribo 250
60
Air Melee 2
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Poder de derribo 100
80
Air Melee 3
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Poder de derribo 100
80
Finisher
  • Melee
  • Reaction: Always weak
  • Guard: Nagara
  • Poder de derribo 100
100

Estadísticas y movimiento

Igual en todos los estilos, salvo los PS.

Cuerpo

PS
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
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.

Proyectiles

6 entries
Lifetime and range of every projectile, hitbox and effect this character spawns
Internal nameLifetime (s)Max distance
Unique1 Shot 2 no limit
Unique1 30 no limit
Unique2 50 no limit
Unique3 Shot 2 no limit
Unique3 30 no limit
Special 20 no limit

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

Trajes

36 disponibles

Poses

9 disponibles

Voces

11 disponibles

Sobre estas cifras

  • 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.

Cementoss Recursos GUI

Iconos de rostro 8

Estilo de lucha 4

Dones especiales 4

Habilidad especial de Tuning 1

Trajes 111

Poses 30

Emblemas 6

Click an image to open the file at full size.