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: | |- 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 
(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 
(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
1 - Sends away from center of the enemy player
2 - Sends toward center of the enemy player
3 - Horizontal knockback sends away from the center of the hitbox
4 - Horizontal knockback sends toward the center of the hitbox
5 - Horizontal knockback is reversed
6 - Horizontal knockback sends away from the enemy player
7 - Horizontal knockback sends toward the enemy player
8 - Sends away from the center of the hitbox
9 - Hits toward the center of the hitbox
10 - Sends in the direction the player is moving
}} | ! style="width:14.25%" | {{Tooltip | text=Angle Flipper | hovertext=0 - Sends at the exact knockback_angle every time
1 - Sends away from center of the enemy player
2 - Sends toward center of the enemy player
3 - Horizontal knockback sends away from the center of the hitbox
4 - Horizontal knockback sends toward the center of the hitbox
5 - Horizontal knockback is reversed
6 - Horizontal knockback sends away from the enemy player
7 - Horizontal knockback sends toward the enemy player
8 - Sends away from the center of the hitbox
9 - Hits toward the center of the hitbox
10 - Sends in the direction the player is moving
}} | ||
|- style="text-align:center; height: | |- 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
Jab 1
Lua error: Error: No field named "images" found for any of the specified database tables..
Jab 2
Jab 2
Lua error: Error: No field named "hitboxes" found for any of the specified database tables..
Jab 1
Jab 1
Lua error: Error: No field named "hitboxes" found for any of the specified database tables..
Jab 2
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.