Template:AttackData-MB/Infobox: Difference between revisions
m (Minor edits.) |
(Updated startup definition and reworded pre-existing terms.) |
||
(2 intermediate revisions by the same user not shown) | |||
Line 5: | Line 5: | ||
! Tooltip | ! Tooltip | ||
|- | |- | ||
| Box Colors | | Move Box Colors | ||
| | | | ||
<span style="color:# | <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:#00bc02">Green</span>: Hurt Boxes.<br/> | ||
<span style="color:#cd0000">Red</span>: Hit(/Grab) Boxes.<br/> | <span style="color:#cd0000">Red</span>: Hit(/Grab) Boxes.<br/> | ||
<span style="color:# | <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:#ff00ff">Magenta</span>: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).<br/> | ||
<span style="color:#0202de">Blue</span>: Reflectable Projectile Boxes. | <span style="color:#0202de">Blue</span>: Reflectable Projectile Boxes. | ||
Line 16: | Line 16: | ||
| Damage | | Damage | ||
| Base damage done by this attack. | | Base damage done by this attack. | ||
(X) denotes combined and scaled damage | (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. The values are inherently scaled and tested against [[Melty_Blood/MBAACC/Sion_TATARI#Statistics|standing V. Sion]]. | ||
( | (X) denotes combined damage. | ||
|- | |- | ||
| Proration | | Proration | ||
Line 29: | Line 29: | ||
| Circuit | | Circuit | ||
| Meter gained by this attack on hit. | | Meter gained by this attack on hit. | ||
(X%) denotes combined | (X%) denotes combined meter gain.<br/> | ||
-X% denotes a meter cost. | -X% denotes a meter cost. | ||
|- | |- | ||
| Cancel | | Cancel | ||
| Actions this move can be cancelled into. | | Actions this move can be cancelled into. | ||
SE = Self cancelable<br/> | SE = Self cancelable.<br/> | ||
N = Normal cancelable<br/> | N = Normal cancelable.<br/> | ||
SP = Special cancelable<br/> | SP = Special cancelable.<br/> | ||
CH = Cancelable into the next part of the same attack (Chain in case of specials)<br/> | CH = Cancelable into the next part of the same attack (Chain in case of specials).<br/> | ||
EX = EX cancelable<br/> | EX = EX cancelable.<br/> | ||
J = Jump cancelable<br/> | J = Jump cancelable.<br/> | ||
(X) = Cancelable only on hit<br/> | (X) = Cancelable only on hit.<br/> | ||
-X- = Cancelable on | -X- = Cancelable on whiff. | ||
|- | |- | ||
| Guard | | Guard | ||
Line 51: | Line 51: | ||
|- | |- | ||
| Startup | | Startup | ||
| | | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". | ||
|- | |- | ||
| Active | | 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 | ||
| | | 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 | 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~±y denotes a range of possible advantages. | ±x~±y denotes a range of possible advantages. | ||
|- | |- | ||
| Invul | | Invul | ||
| | | Lists any defensive properties this move has. | ||
X y~z denotes X | 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/> | |||
High = Upper body lacks a hurtbox.<br/> | :Throw = Throw invincible.<br/> | ||
Low = Lower body lacks a hurtbox.<br/> | |||
Reflect = Frames in which projectile-reflecting boxes are active.<br/> | '''Hurtbox-Based Properties:''' | ||
Super Armor = Frames in which the character can take hits without going into hit stun. | :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). |
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. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
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. |
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. |
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:
Hurtbox-Based Properties:
Miscellaneous Properties
|