Template:AttackData-MB-Simple: Difference between revisions

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(Copy of Template:AttackData-MB)
 
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{{#if: {{{version|}}} | ! style="min-width:70px;  {{#if: {{{description|}}} | | border-bottom:solid 3px #aaa;}}" rowspan=4 {{!}} {{{version}}}{{#if: {{{subtitle|}}} | <br><small>{{{subtitle}}}</small> }} }}
! colspan=2 | {{Tooltip | text=Damage    | hovertext=Base damage done by this attack.&#010;(X) denotes combined and scaled damage tested against standing V. Sion.}}
! style="width:16.6%" | {{Tooltip | text=Red Damage | hovertext=Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.&#010;(X) denotes combined damage.}}
! style="width:16.6%" | {{Tooltip | text=Proration  | hovertext=The correction value set by this attack and the way it modifies the scaling during a string.&#010;X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.&#010;X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.}}
! style="width:16.6%" | {{Tooltip | text=Cancel    | hovertext=Actions this move can be cancelled into.&#010;SE = Self cancelable.&#010;N = Normal cancelable.&#010;SP = Special cancelable.&#010;CH = Cancelable into the next part of the same attack (Chain in case of specials).&#010;EX = EX cancelable.&#010;J = Jump cancelable.&#010;(X) = Cancelable only on hit.&#010;-X- = Cancelable on whiff.}}
! style="width:16.7%" | {{Tooltip | text=Guard      | hovertext=The way this move must be blocked.&#010;L = Can block crouching.&#010;H = Can block standing.&#010;A = Can block in the air.&#010;U = Unblockable.}}
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| colspan=2 | {{#if:{{{damage|}}}|{{{damage|}}}|-}}
| {{#if:{{{reddamage|}}}|{{{reddamage|}}}|-}}
| {{#if:{{{proration|}}}|{{{proration|}}}|-}}
| {{#if:{{{cancel|}}}|{{{cancel|}}}|-}}
| {{#if:{{{guard|}}}|{{{guard|}}}|-}}
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! style="width:16.6%" | {{Tooltip | text=Startup  | hovertext=Amount of frames that must pass prior to reaching the active frames.&#010;Also referred to as &quot;True Startup&quot;.}}
! style="width:16.6%" | {{Tooltip | text=Active    | hovertext=The amount of frames that this move will have a hitbox.&#010;(x) denotes frame gaps where there are no hitboxes is present.&#010;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.}}
! {{Tooltip | text=Recovery  | hovertext=Frames that this move has after the active frames if not canceled.&#010;The character goes into one frame where they can block but not act afterwards, which is not counted here.}}
! {{Tooltip | text=Frame Adv | hovertext=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).&#010;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.&#010;±x~±y denotes a range of possible advantages.}}
! {{Tooltip | text=Circuit    | hovertext=Meter gained by this attack on hit.&#010;(X%) denotes combined meter gain.&#010;-X% denotes a meter cost.}}
! {{Tooltip | text=Invuln    | hovertext=Lists any defensive properties this move has.&#010;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.&#010;Strike = Strike invincible.&#010;Throw = Throw invincible.&#010;Full = No hurtboxes are present&#010;High = Upper body lacks a hurtbox.&#010;Low = Lower body lacks a hurtbox.&#010;Clash = Frames in which clash boxes are active.&#010;Reflect = Frames in which projectile-reflecting boxes are active.&#010;Super Armor =  Frames in which the character can take hits without going into hit stun.}}
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| {{#if:{{{startup|}}}|{{{startup|}}}|-}}
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| {{#if:{{{recovery|}}}|{{{recovery|}}}|-}}
| {{#if:{{{frameAdv|}}}|{{{frameAdv|}}}|-}}
| {{#if:{{{circuit|}}}|{{{circuit|}}}|-}}
| {{#if:{{{invuln|}}}|{{{invuln|}}}|-}}
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Latest revision as of 03:15, 4 March 2022

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Usage

Inlays into move data template for melty blood moves.