Template:FrameDataLegend-EFZ: Difference between revisions

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(Created page with "{| class="wikitable mw-collapsible mw-collapsed" style="width:60%" |- ! colspan="2" | Frame Data Help |- | colspan="2" | Moves affected by Eternal_Fighter_Zero/Advanced_Mech...")
 
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! colspan="2" | Frame Data Help
! colspan="2" | Frame Data Help
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| colspan="2" | Moves affected by [[Eternal_Fighter_Zero/Advanced_Mechanics/Subframes|Subframes]] will have a toggle for showing full frames (subframe count rounded up to the next full frame) and subframes.
| colspan="2" | Moves affected by [[Eternal_Fighter_Zero/Advanced_Mechanics#Subframes|subframes]] will have a toggle for showing full frames (subframe count rounded up to the next full frame) and subframes.
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! Version
! Version
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! Damage
! Damage
| The base damage value that the specific hit will do. See [[Eternal_Fighter_Zero/Advanced_Mechanics/Damage_Scaling|damage scaling]] for more information.
| The base damage value that the specific hit will do. See [[Eternal_Fighter_Zero/Advanced_Mechanics#Damage_Scaling|damage scaling]] for more information.
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|-
! Guard
! Guard

Revision as of 02:06, 22 November 2021

Frame Data Help
Moves affected by subframes will have a toggle for showing full frames (subframe count rounded up to the next full frame) and subframes.
Version Used for moves with multiple special attacks on one motion.
Damage The base damage value that the specific hit will do. See damage scaling for more information.
Guard Indicates how the move must be blocked, if it can be blocked at all.

Low: Crouch Block
High: Stand Block
Ground: Air Unblockable, may be blocked either Crouching or Standing
Any: Air, crouch, and stand block
Grab: Cannot be blocked, grab type hitbox that targets the collision box
Unblockable Cannot be blocked, unblockable hitbox that targets hurtboxes

Property Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).

I: Full Invincibility
TI: Throw Invincibility
SI: Strike Invincibility
HI: Upper Body/High Invincibility
LI: Low Invincibility/Low Crush
A: Armour
G: Guard Point

Startup Indicates where the move's first active hitbox is.
Active Total frames the hitbox is active for.
Recovery Total frames until the character can block.
Adv Hit Frame advantage on hit.
Adv Block Frame advantage on block.
Cancel Possible cancel options.

N: Normals
Sp: Specials
Su: Supers
J: Jump cancel possible on hit, block and RG
JH: Jump cancel possible on hit only
AD: Air Dash
IC: Instant Charge after hit(22C)
FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff)
R: Repeatable, always A normals. Will cancel into other A normals.
f5B/2B: Usually c5B cancel option
SB: S button cancelling, character specific. Examples: stance, summon or flight cancels.
Rekka: A special move with multiple parts that require additional inputs.
: Special rules, see description for details (look for the ※)