PersonajesMr. Compress

Villano

Mr. Compress

Un mago que te sorprenderá con sus trucos y juegos de manos.

Estilo de lucha
1
Trajes
34
Poses
10
Voces
12
Emblemas
31

Mr. Compress

Estilo de lucha

Mr. Compress Original

Estilo de lucha

Original

Estilo que permite utilizar los dones especiales originales

  • PS300
  • Lanzamiento Temporada 1
  • Lugar de adquisiciónSe consigue con la licencia especial.

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

PS máximos tumbado ↑ Aumento de los PS al borde del noqueo

Nivel1234
Valor5101520

Habilidad especial de Tuning

Magia de compresión Aumenta la cantidad de bebidas de apoyo que puedes tomar. A medida que subes de nivel, aumentará todavía más.

Nivel1234567891011
Valor23456101112131415
Valores fijos
  • 1 · No se usa en el juego
Nivel de técnica

Don especial α

Magia de producción

Lanza una canica comprimida. La canica se descomprimirá después del lanzamiento.
Si utilizas el modo de puntería, aumentará su alcance.

Magia de producción
Hit
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Poder de derribo 125
525354555657585960
Impact
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Poder de derribo 125
222324252627282930
Munición777888889
Munición por uso111111111
Recarga (s)111111111
Retraso de recarga (s)0.50.50.50.50.50.50.50.50.5
Recarga con penalización (s)3.53.53.53.53.53.53.53.53.5
Retraso con penalización (s)111111111
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 ↑, Tamaño ↑
  7. Lv.8 Daño ↑
  8. Lv.9 Daño ↑, Disparos ↑

Don especial β

Barajado

Crea una barrera que devuelve las balas enemigas.
Al desviarse, aumentará el daño.

Barajado
Munición140160180200210220230240250
Munición por uso101010101010101010
Recarga (s)0.50.50.50.50.50.50.50.50.5
Munición por recarga101010101010101010
Retraso de recarga (s)111111111
Recarga con penalización (s)555555555
Retraso con penalización (s)111111111
Don: subida de nivel
  1. Lv.2 Resistencia ↑
  2. Lv.3 Resistencia ↑
  3. Lv.4 Resistencia ↑, Tamaño ↑, Daño reflejado ↑
  4. Lv.5 Resistencia ↑
  5. Lv.6 Resistencia ↑
  6. Lv.7 Resistencia ↑, Daño reflejado ↑
  7. Lv.8 Resistencia ↑
  8. Lv.9 Resistencia ↑, Tamaño ↑

Don especial γ

Elige una

Se comprime a sí mismo y da un gran salto a través del humo.

Elige una
Hit
  • Projectile
  • Reaction: Strong
  • Guard: Nagara
  • Poder de derribo 1
6065707580859095100
At feet Explosion
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Poder de derribo 10
859095100105110115120125
Munición111111112
Munición por uso111111111
Recarga (s)888666666
Retraso de recarga (s)111111111
Recarga con penalización (s)888666668
Retraso con penalización (s)111111111
  • Reload starts on the ground
Don: subida de nivel
  1. Lv.2 Daño ↑
  2. Lv.3 Daño ↑
  3. Lv.4 Daño ↑, Velocidad de recarga ↑
  4. Lv.5 Daño ↑
  5. Lv.6 Daño ↑
  6. Lv.7 Daño ↑
  7. Lv.8 Daño ↑
  8. Lv.9 Daño ↑, Disparos ↑

Acción especial

Resurrección mágica
Comprime a tus aliados, haciendo que sus PS se recuperen poco a poco.
Si un aliado comprimido está tumbado, podrás revivirlo si lo descomprimes.

Acción especial
Valor
Munición1
Munición por uso1
Recarga (s)1
Retraso de recarga (s)0
Recarga con penalización (s)1
Retraso con penalización (s)0

Puños

Ataques que no suben de nivel.
Puños
Valor
Ground Melee 1(Step-in)
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Poder de derribo 20
5
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Poder de derribo 100
30
Ground Melee 2
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Up to 3 hits, every 0.1s
  • Poder de derribo 25
5
Ground Melee 2(Blow away)
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Poder de derribo 500
80
Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Poder de derribo 250
60
Marble
  • Projectile
  • Reaction: Always weak
  • Guard: Whole
  • Up to 10 hits, every 1s
  • Poder de derribo 1
5
Finisher
  • Melee
  • Reaction: Always weak
  • Guard: Nagara
  • Poder de derribo 100
1

Estadísticas y movimiento

Igual en todos los estilos, salvo los PS.

Cuerpo

PS
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.

Proyectiles

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'.

Trajes

34 disponibles

Poses

10 disponibles

Voces

12 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.

Mr. Compress Recursos GUI

Iconos de rostro 8

Estilo de lucha 4

Dones especiales 4

Habilidad especial de Tuning 1

Trajes 198

Poses 33

Emblemas 6

Click an image to open the file at full size.