FIGHTER FILE 12
Peni Parker sits in slot 12 of 21 on the select screen, rates 4 of 5 for ease of use, and wears 1 costume in 9 colours.
Peni Parker and her mech, SP//dr, utilize various drones in combat. Gadget Launcher summons random drones, each with a different effect that Peni can use to coordinate her attacks. By adapting to the drones, she can employ a wide range of tactics in battle.
Fires electric web projectiles forward.
The and versions pull the opponent in on hit, allowing for follow-up attacks.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Extends an electric web upwards, using it to swing forward while gyrating SP//dr's arms to attack.
Inputting or during the action will halt the attack. Combinations with directional buttons (Direction) will alter the movement direction.
When near the corner, it can be followed up by Wall Stick.
The version can pass through to the other side of the opponent while attacking.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
A multi-hit lunging attack.
When near the corner, it can be followed up by Wall Stick.
version Skill Gauge cost: 25
Universal (grounded)
A direct attack performed by the character.
Universal (aerial)
A direct attack performed by the character.
version
An attack that triggers a Break when near the corner.
Leaps up before performing a descending attack.
The trajectory changes if the attack is blocked.
/ inputs can change the descent positioning of the version.
When near the corner, it can be followed up by Wall Stick.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Super Skill
Lunges while spinning like a drill.
Skill Gauge cost: 50
Grounded
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Aerial
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
Transforms to perform a series of attacks.
After using this move, the next time Gadget Launcher is used it will shoot out a Spider Beacon.
Skill Gauge cost: 100
Universal
A direct attack performed by the character.
Gains invincibility to all attack types from the start of the action.
A move that triggers a power-up.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Shoots out a drone at random from a selection of 8 types.
There is a cooldown before it can be used again, indicated by the Gadget Launcher icon.
Universal
A move that does not hit as an attack.
A drone summoned by Gadget Launcher.
Accelerates forward to perform an attack.
Universal
An indirect attack using a projectile or other means.
An attack that cannot be blocked while standing.
A drone summoned by Gadget Launcher.
Leaps up above the opponent and slams down to attack.
Universal
An indirect attack using a projectile or other means.
A drone summoned by Gadget Launcher.
Fires multiple projectiles into the air.
Universal
An indirect attack using a projectile or other means.
A drone summoned by Gadget Launcher.
Fires a projectile that restrains the opponent on contact.
Universal
An indirect attack using a projectile or other means.
A drone summoned by Gadget Launcher.
Pauses mid-air before rushing at the opponent and exploding.
Universal
An indirect attack using a projectile or other means.
A drone summoned by Gadget Launcher.
Slowly descends from mid-air.
Universal
An indirect attack using a projectile or other means.
A drone summoned by Gadget Launcher.
Explodes after a set duration.
The drone can be moved by being hit before it explodes.
The explosion can hit either the player or the opponent, depending on who hit the drone last.
Universal
An indirect attack using a projectile or other means.
A drone summoned by Gadget Launcher.
The drone calls for help, summoning a Giant Spider to slam down on the opponent's position.
Universal
An indirect attack using a projectile or other means.
Pressing in the direction of the corner allows you to stick to the wall.
While stuck to the wall, it is possible to move with / or use Gadget Launcher.
Wall Stick cannot be used again until after landing.
or away from the corner instantly deactivates Wall Stick.
Universal
A technique consisting of only movement.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
Fires electric web projectiles forward.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Leaps upwards, gyrating SP//dr's arms to attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Uses Gadget Launcher twice in succession.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Leaps up before performing a descending attack.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
A direct attack performed by the character.
Follows up with a lunging attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
After a lunging attack, performs Mecha Blender as a follow-up.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge cost: 50
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can either jump again or perform an aerial dash a single time.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Rapid forward movement while mid-air.
Rapid backward movement while mid-air.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent