Template:AttackData-MB/Infobox: Difference between revisions

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(Updated startup definition and reworded pre-existing terms.)
 
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! Header
! Header
! Tooltip
! Tooltip
|-
| Move Box Colors
|
<span style="color:#666666">Light gray</span> = Collision Box (A move lacking one means it can go through the opponent's own collision box).<br/>
<span style="color:#00bc02">Green</span>: Hurt Boxes.<br/>
<span style="color:#cd0000">Red</span>: Hit(/Grab) Boxes.<br/>
<span style="color:#be9300">Yellow</span>: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)<br/>
<span style="color:#ff00ff">Magenta</span>: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).<br/>
<span style="color:#0202de">Blue</span>: Reflectable Projectile Boxes.
|-
|-
| Damage
| Damage
| Damage done by this attack.<br/>(X) denotes combined damage.
| Base damage done by this attack.
(X) denotes combined and scaled damage tested against [[Melty_Blood/MBAACC/Sion_TATARI#Statistics|standing V. Sion]].
|-
|-
| Red Damage
| Red Damage
| Damage done to the recoverable red health bar by this attack.<br/>(x) denotes combined damage.
| Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against [[Melty_Blood/MBAACC/Sion_TATARI#Statistics|standing V. Sion]].
(X) denotes combined damage.
|-
|-
| Proration
| Proration
|  
| The correction value set by this attack and the way it modifies the scaling during a string. See [[Melty_Blood/Advanced_Mechanics#Damage_Modifier|this page]] for more details.
X% (O) means X% <u>Overrides</u> the previous correction value in a combo if X is of a lower percentage.<br/>
X% (M) means the current correction value in a combo will be <u>Multiplied</u> by X%. This can also be referred to as relative proration.
|-
|-
| Circuit
| Circuit
| Meter gained by this attack on hit or block.<br/> -X% denotes a meter cost.
| Meter gained by this attack on hit.
(X%) denotes combined meter gain.<br/>
-X% denotes a meter cost.
|-
|-
| Cancel
| Cancel
| Actions this move can be cancelled into.<br/>SE = Self cancelable<br/>N = Normal cancelable<br/>SP = Special Cancellable<br/>CH = Cancelable into the next part of the same special (Chain)<br/>EX = EX Cancelable<br/>J = Jump Cancelable<br/>(X) = Hit cancelable only<br/>-X- = Hit or Whiff cancelable
| Actions this move can be cancelled into.
SE = Self cancelable.<br/>
N = Normal cancelable.<br/>
SP = Special cancelable.<br/>
CH = Cancelable into the next part of the same attack (Chain in case of specials).<br/>
EX = EX cancelable.<br/>
J = Jump cancelable.<br/>
(X) = Cancelable only on hit.<br/>
-X- = Cancelable on whiff.
|-
|-
| Guard
| Guard
| The way this move must be blocked.<br/>H = Can block standing.<br/>L = Can block crouching<br/>A = Can block in the air.<br>N/A = Unblockable.
| The way this move must be blocked.
L = Can block crouching<br/>
H = Can block standing.<br/>
A = Can block in the air.<br/>
U = Unblockable.
|-
|-
| Startup
| Startup
| {{AttackData-UNI/Tooltips|hovertext=no|startup}}
| Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
|-
|-
| Active
| Active
| {{AttackData-UNI/Tooltips|hovertext=no|active}}
| The amount of frames that this move will have a hitbox.<br/>
(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.<br/>
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
|-
|-
| Recovery
| Recovery
| {{AttackData-UNI/Tooltips|hovertext=no|recovery}}
| Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
|-
|-
| Advantage
| Advantage
| The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
| The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).<br/>
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.<br/>
±x~±x denotes a possible range of advantage.
±x~±y denotes a range of possible advantages.
|-
|-
| Invul
| Invul
| The frames in which a character either lacks an hurtbox on a specific part of their body, or cannot by hit by certain types of attacks.<br/>X y~z denotes X type of invincibility happening between the y to z frames of the animations, no frame specific notation means the invincibility lasts through the entire move. <br/>Full = Fully invincible<br/>Strike = Strike invincible<br/>Throw = Throw Invicible<br/>High = Higher body part invincible<br/>Low = Lower body part invincible
| Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.<br/>
 
'''Invicibility:'''
:Strike = Strike invincible.<br/>
:Throw = Throw invincible.<br/>
 
'''Hurtbox-Based Properties:'''
:Full = No hurtboxes are present.<br/>
:High = Upper body lacks a hurtbox.<br/>
:Low = Lower body lacks a hurtbox.<br/>
 
'''Miscellaneous Properties'''
:Clash = Frames in which clash boxes are active.<br/>
:Reflect = Frames in which projectile-reflecting boxes are active.<br/>
:Super Armor =  Frames in which the character can take hits without going into hit stun.
|}
|}

Latest revision as of 06:50, 18 June 2020

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.