Template:AttackDataCargo-ROA: Difference between revisions

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(hit lockout was displayed as priority and force flinch value wasn't being displayed)
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<noinclude>
{{#vardefine:cargoTable|ROA_MoveData}}
=This part is just for testing and isnt actually included in the template!=
{{MoveDataCargo
| title    =
| subtitle = Jab Combo
| input    = Attack > Attack > Attack
| images  =
{{MoveDataCargoImage|goat_jab1|caption = Jab 1}}
{{MoveDataCargoImage|goat_jab2|caption = Jab 2}}
| hitboxes =
{{MoveDataCargoImage|goat_jab1|caption = Jab 1|hitbox=yes}}
{{MoveDataCargoImage|goat_jab2|caption = Jab 2|hitbox=yes}}
| info    =
{{AttackDataCargo-ROA/Query|goat_jab1}}
====Jab 1====
Absa flicks her wrist and summons a lightning bolt.
*Absa’s fastest grounded option. First active frame on frame 4.
*Amazing in close quarters situations, however is quite short so doesn’t have much use outside those situations.
*Can be used to 50/50 jab1 into ftilt or dtilt as both tilts require different di. Both are not 100% true, but are extremely hard to react to.
{{AttackDataCargo-ROA/Query|goat_jab2}}
====Jab 2====
If a move consists of multiple distinct components, provide separate tables for each. In general, sweetspot/soutspot distinctions can be marked in one table in the character's Frame Data directly. (Discuss how to standardize this with brackets / slashes / parentheses)
*Loops into jab1
*Extremely hard to follow up. Doesn’t really combo afterwards and has too much endlag to follow up.
<br>
}}
</noinclude>
<includeonly><div class="movedata-flex-framedata">
<includeonly><div class="movedata-flex-framedata">
{| class="wikitable movedata-flex-framedata-table"
{| class="wikitable movedata-flex-framedata-table"
|- style="font-size:80%
|- style="font-size:90%; height:30px;"
! style="width:14.25%" | {{Tooltip | text=Damage            | hovertext=The amount of damage that the move inflicts, usually formatted as: normal hit % {sour spot %} [sweet spot %]. different hits are separated by /'s}}
! style="width:14.25%" | {{Tooltip | text=Damage            | hovertext=The amount of damage that the move inflicts, usually formatted as: normal hit % {sour spot %} [sweet spot %]. different hits are separated by /'s}}
! style="width:14.25%" | {{Tooltip | text=Startup          | hovertext=The time in frames before the move's first hitbox activates}}
! style="width:14.25%" | {{Tooltip | text=Startup          | hovertext=The time in frames before the move's first hitbox activates}}
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! style="width:14.25%" | {{Tooltip | text=KB (Base+Scaling) | hovertext=This is the amount of base knockback and knockback scaling the move's hitbox(s) has &#010;(formula = BKB + Damage * Knockback_Scaling * 0.12 * Knockback_Adj)}}
! style="width:14.25%" | {{Tooltip | text=KB (Base+Scaling) | hovertext=This is the amount of base knockback and knockback scaling the move's hitbox(s) has &#010;(formula = BKB + Damage * Knockback_Scaling * 0.12 * Knockback_Adj)}}
! style="width:14.25%" | {{Tooltip | text=Angle Flipper    | hovertext=0 - Sends at the exact knockback_angle every time&#010;1 - Sends away from center of the enemy player&#010;2 - Sends toward center of the enemy player&#010;3 - Horizontal knockback sends away from the center of the hitbox&#010;4 - Horizontal knockback sends toward the center of the hitbox&#010;5 - Horizontal knockback is reversed&#010;6 - Horizontal knockback sends away from the enemy player&#010;7 - Horizontal knockback sends toward the enemy player&#010;8 - Sends away from the center of the hitbox&#010;9 - Hits toward the center of the hitbox&#010;10 - Sends in the direction the player is moving&#010;}}
! style="width:14.25%" | {{Tooltip | text=Angle Flipper    | hovertext=0 - Sends at the exact knockback_angle every time&#010;1 - Sends away from center of the enemy player&#010;2 - Sends toward center of the enemy player&#010;3 - Horizontal knockback sends away from the center of the hitbox&#010;4 - Horizontal knockback sends toward the center of the hitbox&#010;5 - Horizontal knockback is reversed&#010;6 - Horizontal knockback sends away from the enemy player&#010;7 - Horizontal knockback sends toward the enemy player&#010;8 - Sends away from the center of the hitbox&#010;9 - Hits toward the center of the hitbox&#010;10 - Sends in the direction the player is moving&#010;}}
|- style="text-align:center; height:29px;"
|- style="text-align:center; height:50px;"
| {{#if:{{{damage|}}}      | {{{damage}}}|-}}
| {{#if:{{{damage|}}}      | {{{damage}}}|-}}
| {{#if:{{{startup|}}}      | {{{startup}}}|-}}
| {{#if:{{{startup|}}}      | {{{startup}}}|-}}

Revision as of 13:36, 28 April 2023


This part is just for testing and isnt actually included in the template!

Jab Combo
Attack > Attack > Attack
Lua error: Error: No field named "images" found for any of the specified database tables..
Jab 1
Lua error: Error: No field named "images" found for any of the specified database tables..
Jab 2
Lua error: Error: No field named "hitboxes" found for any of the specified database tables..
Jab 1
Lua error: Error: No field named "hitboxes" found for any of the specified database tables..
Jab 2
Hitboxes Off
Hitboxes On
Damage Startup Active Endlag Angle KB (Base+Scaling) Angle Flipper
3 3 4-6 15 70 - -

Hitstun Modifier Hitpause (Base + Scaling) Parry Stun Type Priority
- - - 2
Hit Lockout Force Flinch Value Kills Projectiles? Kill Screen?
- - - -

Jab 1

Absa flicks her wrist and summons a lightning bolt.

  • Absa’s fastest grounded option. First active frame on frame 4.
  • Amazing in close quarters situations, however is quite short so doesn’t have much use outside those situations.
  • Can be used to 50/50 jab1 into ftilt or dtilt as both tilts require different di. Both are not 100% true, but are extremely hard to react to.


Damage Startup Active Endlag Angle KB (Base+Scaling) Angle Flipper
4 0 14-16 15 361 - -

Hitstun Modifier Hitpause (Base + Scaling) Parry Stun Type Priority
- - - 1
Hit Lockout Force Flinch Value Kills Projectiles? Kill Screen?
- - - -

Jab 2

If a move consists of multiple distinct components, provide separate tables for each. In general, sweetspot/soutspot distinctions can be marked in one table in the character's Frame Data directly. (Discuss how to standardize this with brackets / slashes / parentheses)

  • Loops into jab1
  • Extremely hard to follow up. Doesn’t really combo afterwards and has too much endlag to follow up.