Template:AttackData2-MB: Difference between revisions

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|- 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=2 | {{Tooltip | text=Damage    | hovertext=Base damage done by this attack.&#010;(X) denotes combined and scaled damage tested against standing V. Sion.}}
! colspan=1 | {{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=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=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:16.6%" | {{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.}}
! 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.}}
! style="width:16.7%" | {{Tooltip | text=Shield      | hovertext=The way this move must be shielded.&#010;L = Can shield crouching.&#010;H = Can shield standing.&#010;U = Unshieldable.&#010;All shieldable attacks are air shieldable.}}
|-  
|-  
| colspan=2 | {{#if:{{{damage|}}}|{{{damage|}}}|-}}
| 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.}}
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==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.

Example

MB C Satsuki 5A.png
Damage Red Damage Proration Cancel Guard Shield
250 147 65% (O) -SE-, -N-, -SP-, -EX-, (J) LH LH
First Active Active Recovery Frame Adv Circuit Invuln
4 3 9 0 2.8% -

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.
5A extends your hurtbox before the hitbox comes out, so there are some moves and situations where 5A will lose.
You will typically prefer to use 5A in pressure and 2A to rebeat.

Scaling Hitcount Bonus Scaling Hitstop Strength Self Hitstop Hit Advantage Shield Advantage
1 0 6 Yes - -
Multishield Auto SC OTG Relaunch Projectile Startup Projectile Despawn Sequence ID
N/A Yes No N/A N/A 0001