Template:AttackData-Fraymakers: Difference between revisions

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|- style="font-size:80%;"
|- style="font-size:80%;"
{{#if:{{{version|}}}|! style="font-size:125%; width:auto; min-width:45px; border-left:none; border-bottom:none; border-top:none;" rowspan="5" {{!}} {{{version|}}}|}}
{{#if:{{{version|}}}|! style="font-size:125%; width:auto; min-width:45px; border-left:none; border-bottom:none; border-top:none;" rowspan="5" {{!}} {{{version|}}}|}}
! style="border-top:none; border-left:none;" |
! style="border-top:none; border-left:none;" | {{Tooltip | text=Guard| hovertext=Multi hit moves that hit low or high will become mid after any one of the hits connect.}}
! style="border-top:none;" |  
! style="border-top:none;" | Properties
! style=" border-right:none;" |  
! style="border-top:none;" | {{Tooltip | text=Damage| hovertext=Parentheses indicate chip damage.}}
! style="border-top:none;" | {{Tooltip | text=Meter| hovertext=Parentheses indicate meter gained immediately from executing the move.}}
! style="border-top:none;" | {{Tooltip | text=On Hit| hovertext=Assumes the move hits on the first active frame, or point blank range for projectiles. Remember that the first active frame is not included in startup measurements, so to link a move you need a move with startup that's one frame faster than your frame advantage. Example: A move that is +9 can be linked into 8f startup moves, or faster.

AIR MOVES: Air move frame data is taken air to air, with both characters recovering in the air when possible. For frame data in other situations refer to the in-game frame data.}}
! style="border-top:none;" | {{Tooltip | text=On Block| hovertext=Assumes the move hits on the first active frame, or point blank range for projectiles. Remember that the first active frame is not included in startup measurements, so to punish a move you need a move with startup that's one frame faster than the opponent's frame disadvantage. Example: A move that is -7 is punishable by 6f startup moves, or faster.

AIR MOVES: Air move frame data is taken air to air, with both characters recovering in the air when possible. For frame data in other situations refer to the in-game frame data.}}
! style=" border-right:none;" | {{Tooltip | text=On Pushblock | hovertext=Advantage assumes pushblock occured first frame possible (tested in training mode), advantage will vary depending on pushblock timing. If a Guard Cancel can occur, it will be noted instead of the advantage. Do keep note that some moves must be pushblocked at a specific time in order to punish!}}
|- style="font-size:93%;"
|- style="font-size:93%;"
| style=" border-left:none" | {{{guard}}}
| style=" border-left:none" | {{{guard}}}
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| style="border-right:none;" |  
| style="border-right:none;" |  
|- style="font-size:80%;"
|- style="font-size:80%;"
! style=" border-left:none;" |  
! style=" border-left:none;" | {{Tooltip | text=Startup| hovertext=The first active frame is not included in this measurement.

SUPERS: The '+' symbol indicates when a super flash occurs.

PROJECTILES: There are two numbers. 1. Number of frames until the projectile is created 2. The remaining startup until the projectile goes active. If the point character is hit after the projectile is created, the projectile will still come out.

PAINWHEEL ARMOR: There are three numbers. 1. Armor startup frames 2. (Additional armor frames from holding button) 3. The rest of the usual startup, also armored if button is held. Add the 1st and 3rd numbers to get the unarmored startup. Add all three to get the held button startup.}}
! {{Tooltip | text=Active| hovertext=Parentheses indicate gaps in active frames. The '-' symbol indicates a projectile.}}
! Recovery
! Recovery
! Hit Stun
! Hit Stun
! Block Stun
! Block Stun
! style="border-top:none; border-right:none;" |
! {{Tooltip | text= Hit Stop| hovertext= The amount of time the opponent is frozen for when a move connects. Note that the amount of hitstop is not always symmetrical between attacker and defender, such as with projectiles or assists.}}
! style="border-top:none; border-right:none;" | {{Tooltip | text=Super Hit Stop| hovertext=Applicable to moves with super flashes only. When a super flash occurs, the opponent is applied this many frames of hitstop. If it covers the remaining post flash startup of the super, this prevents the opponent from counter attacking or blocking after the flash. More information under the Skullgirls 'Attacks' page.}}
|- style="font-size:93%;"
|- style="font-size:93%;"
| style="border-bottom:none; border-left:none;" | {{{startup}}}
| style="border-bottom:none; border-left:none;" | {{{startup}}}
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| style="border-bottom:none; border-right:none;" | {{{superhitstop}}}
| style="border-bottom:none; border-right:none;" | {{{superhitstop}}}
|-
|-
{{#if:{{{framedata|}}}|{{!}} style="background-color:#53575c; text-align:left; vertical-align:middle; border-right:none; border-left:none; border-bottom:none; padding-bottom:0;" colspan="7" {{!}} <div style="overflow-x:auto; width:100%">{{{framedata|}}}</div><!--
{{#if:{{{framedata|}}}|{{!}} style="background-color:#53575c; text-align:left; vertical-align:middle; border-right:none; border-left:none; border-bottom:none; padding-bottom:0;" colspan="7" {{!}} <div style="overflow-x:auto; width:100%">{{{framedata|}}} [[Skullgirls/Game_Data_Legend#Visual_Frame_Data_Color_Legend|(?)]]</div><!--
--else-->|{{!}} style="border-right:none; border-left:none; border-bottom:none; display:none;" colspan="7" {{!}}}}
--else-->|{{!}} style="border-right:none; border-left:none; border-bottom:none; display:none;" colspan="7" {{!}}}}
|}</includeonly><noinclude>
|}</includeonly><noinclude>
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[[Category:Templates]]
[[Category:Templates]]
[[Category:Skullgirls]]
[[Category:Skullgirls]]
</noinclude>
<includeonly>{| class="wikitable" style="table-layout:fixed; text-align:center; vertical-align:top; margin:0; width:100%; height:100%; border:none;"
|- style="font-size:80%;"
{{#if:{{{version|}}}|! style="font-size:125%; width:auto; min-width:45px; border-left:none; border-bottom:none; border-top:none;" rowspan="5" {{!}} {{{version|}}}|}}
! style="border-top:none; border-left:none;" | {{Tooltip | text=Guard| hovertext=Multi hit moves that hit low or high will become mid after any one of the hits connect.}}
! style="border-top:none;" | Properties
! style="border-top:none;" | {{Tooltip | text=Damage| hovertext=Parentheses indicate chip damage.}}
! style="border-top:none;" | {{Tooltip | text=Meter| hovertext=Parentheses indicate meter gained immediately from executing the move.}}
! style="border-top:none;" | {{Tooltip | text=On Hit| hovertext=Assumes the move hits on the first active frame, or point blank range for projectiles. Remember that the first active frame is not included in startup measurements, so to link a move you need a move with startup that's one frame faster than your frame advantage. Example: A move that is +9 can be linked into 8f startup moves, or faster.&#010;&#010;AIR MOVES: Air move frame data is taken air to air, with both characters recovering in the air when possible. For frame data in other situations refer to the in-game frame data.}}
! style="border-top:none;" | {{Tooltip | text=On Block| hovertext=Assumes the move hits on the first active frame, or point blank range for projectiles. Remember that the first active frame is not included in startup measurements, so to punish a move you need a move with startup that's one frame faster than the opponent's frame disadvantage. Example: A move that is -7 is punishable by 6f startup moves, or faster.&#010;&#010;AIR MOVES: Air move frame data is taken air to air, with both characters recovering in the air when possible. For frame data in other situations refer to the in-game frame data.}}
! style=" border-right:none;" | {{Tooltip | text=On Pushblock | hovertext=Advantage assumes pushblock occured first frame possible (tested in training mode), advantage will vary depending on pushblock timing. If a Guard Cancel can occur, it will be noted instead of the advantage. Do keep note that some moves must be pushblocked at a specific time in order to punish!}}
|- style="font-size:93%;"
| style=" border-left:none" | {{{guard}}}
| {{{properties}}}
| {{{dmg}}}
| {{{meter}}}
| {{{onhit}}}
| {{{onblock}}}
| style="border-right:none;" |
|- style="font-size:80%;"
! style=" border-left:none;" | {{Tooltip | text=Startup| hovertext=The first active frame is not included in this measurement.&#010;&#010;SUPERS: The '+' symbol indicates when a super flash occurs.&#010;&#010;PROJECTILES: There are two numbers. 1. Number of frames until the projectile is created 2. The remaining startup until the projectile goes active. If the point character is hit after the projectile is created, the projectile will still come out.&#010;&#010;PAINWHEEL ARMOR: There are three numbers. 1. Armor startup frames 2. (Additional armor frames from holding button) 3. The rest of the usual startup, also armored if button is held. Add the 1st and 3rd numbers to get the unarmored startup. Add all three to get the held button startup.}}
! {{Tooltip | text=Active| hovertext=Parentheses indicate gaps in active frames. The '-' symbol indicates a projectile.}}
! Recovery
! Hit Stun
! Block Stun
! {{Tooltip | text= Hit Stop| hovertext= The amount of time the opponent is frozen for when a move connects. Note that the amount of hitstop is not always symmetrical between attacker and defender, such as with projectiles or assists.}}
! style="border-top:none; border-right:none;" | {{Tooltip | text=Super Hit Stop| hovertext=Applicable to moves with super flashes only. When a super flash occurs, the opponent is applied this many frames of hitstop. If it covers the remaining post flash startup of the super, this prevents the opponent from counter attacking or blocking after the flash. More information under the Skullgirls 'Attacks' page.}}
|- style="font-size:93%;"
| style="border-bottom:none; border-left:none;" | {{{startup}}}
| style="border-bottom:none;" | {{{active}}}
| style="border-bottom:none;" | {{{recovery}}}
| style="border-bottom:none;" | {{{hitstun}}}
| style="border-bottom:none;" | {{{blockstun}}}
| style="border-bottom:none;" | {{{hitstop}}}
| style="border-bottom:none; border-right:none;" | {{{superhitstop}}}
|-
{{#if:{{{framedata|}}}|{{!}} style="background-color:#53575c; text-align:left; vertical-align:middle; border-right:none; border-left:none; border-bottom:none; padding-bottom:0;" colspan="7" {{!}} <div style="overflow-x:auto; width:100%">{{{framedata|}}} [[Skullgirls/Game_Data_Legend#Visual_Frame_Data_Color_Legend|(?)]]</div><!--
--else-->|{{!}} style="border-right:none; border-left:none; border-bottom:none; display:none;" colspan="7" {{!}}}}
|}</includeonly><noinclude>
{{doc}}
[[Category:Templates]]
[[Category:Fraymakers]]
</noinclude>
</noinclude>

Revision as of 06:56, 1 February 2023

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Template:AttackData-Fraymakers/Documentation

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Template DocumentationEdit This Documentation
Template:AttackData-Fraymakers/Documentation

This documentation is automatically transcluded from Template:AttackData-Fraymakers/Documentation and is not included when this page is transcluded.