Template:AttackData2-MB: Difference between revisions
Jump to navigation
Jump to search
(initial creation) |
No edit summary |
||
Line 1: | Line 1: | ||
|- style="line-height:1em" | |- style="line-height:1em" | ||
{{#if: {{{version|}}} | ! style="min-width:70px; {{#if: {{{description|}}} | | border-bottom:solid 3px #aaa;}}" rowspan=4 {{!}} {{{version}}}{{#if: {{{subtitle|}}} | <br><small>{{{subtitle}}}</small> }} }} | {{#if: {{{version|}}} | ! style="min-width:70px; {{#if: {{{description|}}} | | border-bottom:solid 3px #aaa;}}" rowspan=4 {{!}} {{{version}}}{{#if: {{{subtitle|}}} | <br><small>{{{subtitle}}}</small> }} }} | ||
! colspan= | ! colspan=1 | {{Tooltip | text=Damage | hovertext=Base damage done by this attack.
(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.
(X) denotes combined damage.}} | ! 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.
(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.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
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=Proration | hovertext=The correction value set by this attack and the way it modifies the scaling during a string.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
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.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.}} | ! style="width:16.6%" | {{Tooltip | text=Cancel | hovertext=Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.}} | ||
! style="width:16.7%" | {{Tooltip | text=Guard | hovertext=The way this move must be blocked.
L = Can block crouching.
H = Can block standing.
A = Can block in the air.
U = Unblockable.}} | ! style="width:16.7%" | {{Tooltip | text=Guard | hovertext=The way this move must be blocked.
L = Can block crouching.
H = Can block standing.
A = Can block in the air.
U = Unblockable.}} | ||
! style="width:16.7%" | {{Tooltip | text=Shield | hovertext=The way this move must be shielded.
L = Can shield crouching.
H = Can shield standing.
U = Unshieldable.
All shieldable attacks are air shieldable.}} | |||
|- | |- | ||
| colspan= | | colspan=1 | {{#if:{{{damage|}}}|{{{damage|}}}|-}} | ||
| {{#if:{{{reddamage|}}}|{{{reddamage|}}}|-}} | | {{#if:{{{reddamage|}}}|{{{reddamage|}}}|-}} | ||
| {{#if:{{{proration|}}}|{{{proration|}}}|-}} | | {{#if:{{{proration|}}}|{{{proration|}}}|-}} | ||
| {{#if:{{{cancel|}}}|{{{cancel|}}}|-}} | | {{#if:{{{cancel|}}}|{{{cancel|}}}|-}} | ||
| {{#if:{{{guard|}}}|{{{guard|}}}|-}} | | {{#if:{{{guard|}}}|{{{guard|}}}|-}} | ||
| {{#if:{{{shield|}}}|{{{shield|}}}|-}} | |||
|- style="line-height:1em" | |- style="line-height:1em" | ||
! style="width:16.6%" | {{Tooltip | text=First Active | hovertext=Amount of frames required for the move to become active, including the first one.}} | ! style="width:16.6%" | {{Tooltip | text=First Active | hovertext=Amount of frames required for the move to become active, including the first one.}} | ||
Line 33: | Line 35: | ||
==Usage== | ==Usage== | ||
Inlays into move data template for melty blood moves. | Inlays into move data template for melty blood moves. | ||
==Example== | |||
{{MoveData | |||
|image=MB_C_Satsuki_5A.png | |||
|caption= | |||
|name=5A | |||
|linkname=5A | |||
|data= | |||
{{AttackData2-MB | |||
|damage=250 | |||
|reddamage=147 | |||
|proration=65% (O) | |||
|circuit=2.8% | |||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |||
|guard=LH | |||
|shield=LH | |||
|startup=4 | |||
|active=3 | |||
|recovery=9 | |||
|frameAdv=0 | |||
|invuln= | |||
|description=Very potent anti-air that also hits crouchers. On counterhit you can pickup with 2C. Non-counterhit can also convert with 421A, 623[B], or 623C.<br> | |||
5A extends your hurtbox before the hitbox comes out, so there are some moves and situations where 5A will lose.<br> | |||
You will typically prefer to use 5A in pressure and 2A to rebeat. | |||
{{StatsForNerds-MB | |||
|hitcount=1 | |||
|bonusscaling=0 | |||
|hitstopstrength=6 | |||
|selfhitstop=Yes | |||
|shield=LH | |||
|multishield=N/A | |||
|autosc=Yes | |||
|otg=No | |||
|projstart=N/A | |||
|projdesp=N/A | |||
|seqid=0001 | |||
}} | |||
}} | |||
}} | |||
[[Category:Melty Blood]] | [[Category:Melty Blood]] | ||
</noinclude> | </noinclude> |
Revision as of 17:32, 11 May 2023
|- style="line-height:1em"
! colspan=1 | Damage ! style="width:16.6%" | Red Damage ! style="width:16.6%" | Proration ! style="width:16.6%" | Cancel ! style="width:16.7%" | Guard ! style="width:16.7%" | Shield |- | colspan=1 | - | - | - | - | - | - |- style="line-height:1em" ! style="width:16.6%" | First Active ! style="width:16.6%" | Active ! Recovery ! Frame Adv ! Circuit ! Invuln |- style="border-bottom:solid 3px #aaa" | - | - | - | - | - | - |-
|- }}
Usage
Inlays into move data template for melty blood moves.