Template:AttackDataHeader-SS2019: Difference between revisions

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! height="25px" |Damage
! height="25px" |Damage
! Guard
! Guard
! Startup
! {{Tooltip | text=Startup| hovertext=Includes the first active frame.}}
! Active
! Active
! Recovery
! Recovery
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! Guard Dmg
! Guard Dmg
! Cancel
! Cancel
! {{Tooltip | text=Recoil| hovertext=Frame Advantage on Recoil Cancel where possible, unless indicated otherwise: 5A, 2A, 5B, 2B, 2C: -1; 5C: +11; 66A: -6; 66B: -8}}
! {{Tooltip | text=Recoil| hovertext=Frame Advantage on Recoil Cancel where possible, unless indicated otherwise:
5A, 2A, 5B, 2B, 2C: -1
5C: +11
66A: -6
66B: -8}}
! Deflectable
! Deflectable
! Unarmed
! Unarmed
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''Everything you need to know about how to enter Frame Data and various information will be listed here. If anything is unclear, please do ask in the Discord before doing any chances you're unsure of!''
''Everything you need to know about how to enter Frame Data and various information will be listed here. If anything is unclear, please do ask in the Discord before doing any chances you're unsure of!''


==Frame Data Referrence==
==Frame Data Reference==
*Use the [https://drive.google.com/file/d/1B8KYrZs3WcTgx00vOMIGgTjZXmjf5VWx/view Official 2.40 Frame Data Document] from SNK (the Developers) themselves! This has all the latest information you need to help fill up missing information. (Do note that it's not perfectly written and has a few errors and mistakes. So if possible, do try to test it to make sure first before editing!)
'''Use the Debug Menu (link in the Discord) to get the exact Frame Data.'''
'''Notes:'''
*Damage values can sometimes be wrong. Also it seems that they write damage on Rage Specials/Supers with the base damage (meaning not taking into account the x1.2 Rage Damage Multiplier). So if unsure, try to test the damage yourself.
*Recovery in this document actually means "Total Frames", so don't be confused and assume this is actual "Recovery Frames", cause it's not!
*Startup Frames sometimes have "~", e.g "9~14". This means that the Startup Frame is 9, and the active frame is up and including the 14th frame. Meaning the move is active on frame: 9-10-11-12-13-14, for a total of 5 Active Frames.
*Move names can sometimes be switched up or not listed at all.


==General Guidlines==
==General Guidlines==
* If an "Info Box" is not applicable to a move (E.g. Damage on non-damaging attacks) then leave it empty.
* Attack Notations
**Far Slash is never written out, as it's already implied (E.g. f.5C isn't written, instead just write as 5C).
**Near Slash is always written out on their respective moves, and it's as "n.X".
**Unarmed Attacks are written as u.X or if an Jumping Attack "ju.X".
**S = ABC (Light/Medium/Heavy Slash)
**X = ABCD (All Attack Buttons)
* If an "Info Box" is not applicable to a move (E.g. Damage/Recoil/Etc on non-damaging attacks) then leave it empty.
* If some information is currently unknown (E.g. Total Frames on a move) then write a question mark "?" as placeholder.
* If some information is currently unknown (E.g. Total Frames on a move) then write a question mark "?" as placeholder.
* Rage Versions & Moves
**For Rage version of moves, just write "Rage" and don't include the button version. Instead do it in the Move Description.
**Write the actual damage that the move does while in Rage and not the "raw" damage without the x1.2 Damage Multiplier.
**Do not write out "Rage Explosion" damage, as it's a general x1.4 Damage Multiplier and isn't worth having written out.


==Frame Data Guidelines==
==Frame Data Guidelines==
*<big>'''Damage''': List damage dealt by the move. Multi-hit moves should list the "Total Damage" and have "Individual Hits" in parentheses "(Y*Z)".</big>
*<big><big>'''Damage''': List base damage dealt by the move. Multi-hit moves should list the "Total Damage" and have "Individual Hits" in parentheses "(Y*Z)".</big></big>
** Damage value is without scaling, meaning it's done against an opponent that takes 100% damage, such as Haohmaru. (For more information, see [https://wiki.gbl.gg/w/Samurai_Shodown/System_Data#Damage_Scaling_Chart Damage Scaling Chart])
** Damage value is without scaling, meaning it's done against an opponent that takes 100% damage, such as Haohmaru. (For more information, see [https://wiki.gbl.gg/w/Samurai_Shodown/System_Data#Damage_Scaling_Chart Damage Scaling Chart])
** If the Individual Hits all have separate damage values, then you separate them with a comma ",". E.g: [https://wiki.gbl.gg/w/Samurai_Shodown/Darli_Dagger#n.5C Darli's n.5C] does 225 damage, split into 3 hits of: 150, 50, 25. Written as: 225 (150, 50, 25).
** If the Individual Hits all have separate damage values, then you separate them with a comma ",". E.g: [https://wiki.gbl.gg/w/Samurai_Shodown/Darli_Dagger#n.5C Darli's n.5C] does 225 damage, split into 3 hits of: 150, 50, 25. Written as: 225 (150, 50, 25).
**If the Individual Hits all have same damage values, then just add an asteriskts to denote Multiplication "*". E.g: [https://wiki.gbl.gg/w/Samurai_Shodown/Darli_Dagger#5B Darli's 5B] does 110 total damage, and of that 110 damage it's split into 50 for the first hit, then 10 for 6 hits. This would be written as: 110 (50, 10*6), and vice versa if 50 for the last hit and 10 for 6 hits on the first ones "110 (10*6, 50). If the move would only do 10 damage for 6 hits, then you simply just write 60 (10*6).
**If the Individual Hits all have same damage values, then just add an asteriskts to denote Multiplication "*". E.g: [https://wiki.gbl.gg/w/Samurai_Shodown/Darli_Dagger#5B Darli's 5B] does 110 total damage, and of that 110 damage it's split into 50 for the first hit, then 10 for 6 hits. This would be written as: 110 (50, 10*6), and vice versa if 50 for the last hit and 10 for 6 hits on the first ones "110 (10*6, 50). If the move would only do 10 damage for 6 hits, then you simply just write 60 (10*6).


*<big>'''Guard''': Describe how the attack has to be guarded:</big>
 
*<big><big>'''Guard''': How the attack has to be guarded.</big></big>
**Low: Must hold 1 (Down-Back) to block.
**Low: Must hold 1 (Down-Back) to block.
**Mid: Must hold 1 or 4 (Down-Back or Back) to block.
**Mid: Must hold 1 or 4 (Down-Back or Back) to block.
**High: Must hold 4 (Back) to block.
**High: Must hold 4 (Back) to block.
**Unblockable: Cannot be blocked (E.g. Throws/Command Grabs/Hitting only airborne/etc).
**Throw: Throws/Command Grabs
**Unblockable: Cannot be blocked. Very specific term only used in rare occassions. (Note: An attack only hitting airborne opponents doesn't mean it's an unblockable, even if they can't block it. If unsure if a move is a "true" unlockable, ask in the Discord)


*<big>'''Startup''': Frames between Attack Activation (when you input the attack) and Hitbox Appearance (earliest moment that the attack can hit an opponent).</big>
 
*<big><big>'''Startup''': Frames between Attack Activation (when you input the attack) and Hitbox Appearance (earliest moment that the attack can hit an opponent).</big></big>
**Write the Numeric Values for these, meaning: "9" and not "Nine" or "9f".
**Write the Numeric Values for these, meaning: "9" and not "Nine" or "9f".
**Do not write a window of frames: e.g. 9~14. The startup frame is the earliest, so you would only write "9". The other frames are just Active Frames (see the section below).
**Do not write a window of frames: e.g. 9~14. The startup frame is the earliest, so you would only write "9". The other frames are just Active Frames (see the section below).
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**Super Special Moves (SSM) should have their startup written as "10+X" instead of the total. (Meaning: 10 Frames of Invulnerability > Startup of Attack)
**Super Special Moves (SSM) should have their startup written as "10+X" instead of the total. (Meaning: 10 Frames of Invulnerability > Startup of Attack)


*<big>'''Active''': Frames during which the Hitbox of the move is persistent. This means that it can hit the opponent during various different frames.</big>
 
*<big><big>'''Active''': Frames during which the Hitbox of the move is persistent. This means that it can hit the opponent during various different frames.</big></big>
** ''Note: Not all moves have this property, so leave it empty if this does not apply to a move.''
** ''Note: Not all moves have this property, so leave it empty if this does not apply to a move.''


*<big>'''Recovery''': Frames between Hitbox Disappearance (the attack can no longer hit an opponent) and returning to neutral (being actionable). If you're in the Air you write Recovery Frames as "X (Landing)".</big>
 
*<big><big>'''Recovery''': Frames between Hitbox Disappearance (the attack can no longer hit an opponent) and returning to neutral (being actionable) on whiff. If you're in the Air you write Recovery Frames as "X (Landing)".</big></big>
**Recovery can be calculated like this: Recovery = (Total - Startup) - Active + 1.
**Recovery can be calculated like this: Recovery = (Total - Startup) - Active + 1.
**If Recovery is while landing after being airborne: Write "X (Landing)" to specify it's Landing Recovery rather than normal Recovery.
**If Recovery is while landing after being airborne: Write "X (Landing)" to specify it's Landing Recovery rather than normal Recovery.


*<big>'''Total''': The total frames the move has from start to finish (from first input > when actionable again).</big>


*<big>'''Hit Adv''': Frame Advantage on Hit (the time it takes until you are actionable again compared to your opponent).</big>
*<big><big>'''Total''': The total frames the move has from start to finish (from first input > when actionable again).</big></big>
**This is calculated on whiff, as otherwise you will have to detract hitstun frames and that's more complicated.
 
 
*<big><big>'''Hit Adv''': Frame Advantage on Hit (the amount of frames that you can move before/after the opponent).</big></big>
**"Hit Advantage" is calculated based on who is actionable first after your move connects, you or the opponent. If you're actionable 2 frames earlier than the opponent, you would be "+2" and if vice versa "-2".
**"Hit Advantage" is calculated based on who is actionable first after your move connects, you or the opponent. If you're actionable 2 frames earlier than the opponent, you would be "+2" and if vice versa "-2".
**If the move is Minus, write "-X".
**If the move is Minus, write "-X".
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**Add brackets around frame data "[X]" to indicate vs Unarmed Opponents ''(this is not a substitute for normal frame data, but an additional one that is written next to it, e.g: "-1" [-2]")''.
**Add brackets around frame data "[X]" to indicate vs Unarmed Opponents ''(this is not a substitute for normal frame data, but an additional one that is written next to it, e.g: "-1" [-2]")''.


*<big>'''Block Adv''': Frame Advantage on Block (the time it takes until you are actionable again compared to your opponent).</big>
 
*<big><big>'''Block Adv''': Frame Advantage on Block (the time it takes until you are actionable again compared to your opponent).</big></big>
**"Block Advantage" is calculated based on who is actionable first after your is blocked, you or the opponent. If you're actionable 2 frames earlier than the opponent, you would be "+2" and if vice versa "-2".
**"Block Advantage" is calculated based on who is actionable first after your is blocked, you or the opponent. If you're actionable 2 frames earlier than the opponent, you would be "+2" and if vice versa "-2".
**If the move is Minus, write "-X".
**If the move is Minus, write "-X".
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**If the move is 0, write "0".
**If the move is 0, write "0".


*<big>'''Guard Dmg''': Total Damage Dealt to Guard Meter. Multi-hit moves should list the "Total Guard Damage" and have "Individual Hits" in parentheses "( )".</big>
 
*<big><big>'''Guard Dmg''': Total Damage Dealt to Guard Meter. Multi-hit moves should list the "Total Guard Damage" and have "Individual Hits" in parentheses "( )".</big></big>
**If the move have Individual Hits then just add an asteriskts to denote Multiplication "*". E.g: [https://wiki.gbl.gg/w/Samurai_Shodown/Darli_Dagger#236S Darli's 236S] does 9 total guard damage and of that 9 damage it's split into 3 for 3 hits. This would be written as: 9 (3*3).
**If the move have Individual Hits then just add an asteriskts to denote Multiplication "*". E.g: [https://wiki.gbl.gg/w/Samurai_Shodown/Darli_Dagger#236S Darli's 236S] does 9 total guard damage and of that 9 damage it's split into 3 for 3 hits. This would be written as: 9 (3*3).
** If the Individual Hits all have separate damage values, then you separate them with a comma ",". E.g. a move does 5 total Guard Damage, split into 3 on the first and 2 on the last, would  be written "5 (3, 2).
** If the Individual Hits all have separate damage values, then you separate them with a comma ",". E.g. a move does 5 total Guard Damage, split into 3 on the first and 2 on the last, would  be written "5 (3, 2).


*<big>'''Cancel''': List Frame Cancel Window of the move (example from [[Samurai Shodown V Special/Yoshitora Tokugawa#Frame Data|Samsho 5 Special Wiki]]) if possible, otherwise write "Yes" or "No" in absence of accurate frame data.</big>
 
*<big><big>'''Cancel''': List Frame Cancel Window of the move (example from [[Samurai Shodown V Special/Yoshitora Tokugawa#Frame Data|Samsho 5 Special Wiki]]) if possible, otherwise write "Yes" or "No" in absence of accurate frame data.</big></big>
** Regardless if whiff or on hit, all these counts as cancels and would be written as: "Yes". Otherwise "No" if no cancel is possible.
** Regardless if whiff or on hit, all these counts as cancels and would be written as: "Yes". Otherwise "No" if no cancel is possible.
**If the cancel is on a specific hit on Multi-hitting moves, then specify which one is cancelable. E.g. [https://wiki.gbl.gg/w/Samurai_Shodown/Hibiki_Takane#n.5C Hibiki's n.5C] is only cancelable on the 1st hit and not the 2nd hit. This would be written as "Yes (1st). And if vice versa "Yes (2nd)".
**If the cancel is on a specific hit on Multi-hitting moves, then specify which one is cancelable. E.g. [https://wiki.gbl.gg/w/Samurai_Shodown/Hibiki_Takane#n.5C Hibiki's n.5C] is only cancelable on the 1st hit and not the 2nd hit. This would be written as "Yes (1st). And if vice versa "Yes (2nd)".


*<big>'''Recoil''': If a move is blocked, they might have a "Recoil" animation. Fill with "Yes" if it has and "No" if it doesn't. If possible also add the Recoil Cancel Frame Advantage in parenthesis "( )".</big>
 
*<big><big>'''Recoil''': If a move is blocked, they might have a "Recoil" animation. Fill with "Yes" if it has and "No" if it doesn't. If possible also add the Recoil Cancel Frame Advantage in parenthesis "( )".</big></big>
** Yes = Recoil Animation / Recoil Cancel is possible
** Yes = Recoil Animation / Recoil Cancel is possible
** No = No Recoil Animation
** No = No Recoil Animation
** By having a "Recoil" animation when blocked also means it's possible to "Recoil Cancel" with another mean.
** By having a "Recoil" animation when blocked also means it's possible to "Recoil Cancel" with another mean.


*<big>'''Deflectable''': List whether move is Deflectable (236A+B).</big>
 
*<big><big>'''Deflectable''': List whether move is Deflectable (236A+B).</big></big>
** Yes = Deflactable
** Yes = Deflactable
** No = Not Deflectable
** No = Not Deflectable
** Disarm = You are disarmed in the process.
** Disarm = You are disarmed in the process.


*<big>'''Unarmed''': Whether a move is usable when Unarmed (no weapon).</big>
 
*<big>'''Unarmed''': Whether a move is usable when Unarmed (no weapon).</big></big>
**Yes = Move is usable both Armed and Unarmed.
**Yes = Move is usable both Armed and Unarmed.
**No = Move is unusable while Unarmed.
**No = Move is unusable while Unarmed.

Latest revision as of 10:01, 15 October 2023

! height="25px" |Damage ! Guard ! Startup ! Active ! Recovery ! Total ! Hit Adv ! Block Adv ! Guard Dmg ! Cancel ! Recoil ! Deflectable ! Unarmed

Usage

Everything you need to know about how to enter Frame Data and various information will be listed here. If anything is unclear, please do ask in the Discord before doing any chances you're unsure of!

Frame Data Reference

Use the Debug Menu (link in the Discord) to get the exact Frame Data.

General Guidlines

  • Attack Notations
    • Far Slash is never written out, as it's already implied (E.g. f.5C isn't written, instead just write as 5C).
    • Near Slash is always written out on their respective moves, and it's as "n.X".
    • Unarmed Attacks are written as u.X or if an Jumping Attack "ju.X".
    • S = ABC (Light/Medium/Heavy Slash)
    • X = ABCD (All Attack Buttons)
  • If an "Info Box" is not applicable to a move (E.g. Damage/Recoil/Etc on non-damaging attacks) then leave it empty.
  • If some information is currently unknown (E.g. Total Frames on a move) then write a question mark "?" as placeholder.
  • Rage Versions & Moves
    • For Rage version of moves, just write "Rage" and don't include the button version. Instead do it in the Move Description.
    • Write the actual damage that the move does while in Rage and not the "raw" damage without the x1.2 Damage Multiplier.
    • Do not write out "Rage Explosion" damage, as it's a general x1.4 Damage Multiplier and isn't worth having written out.

Frame Data Guidelines

  • Damage: List base damage dealt by the move. Multi-hit moves should list the "Total Damage" and have "Individual Hits" in parentheses "(Y*Z)".
    • Damage value is without scaling, meaning it's done against an opponent that takes 100% damage, such as Haohmaru. (For more information, see Damage Scaling Chart)
    • If the Individual Hits all have separate damage values, then you separate them with a comma ",". E.g: Darli's n.5C does 225 damage, split into 3 hits of: 150, 50, 25. Written as: 225 (150, 50, 25).
    • If the Individual Hits all have same damage values, then just add an asteriskts to denote Multiplication "*". E.g: Darli's 5B does 110 total damage, and of that 110 damage it's split into 50 for the first hit, then 10 for 6 hits. This would be written as: 110 (50, 10*6), and vice versa if 50 for the last hit and 10 for 6 hits on the first ones "110 (10*6, 50). If the move would only do 10 damage for 6 hits, then you simply just write 60 (10*6).


  • Guard: How the attack has to be guarded.
    • Low: Must hold 1 (Down-Back) to block.
    • Mid: Must hold 1 or 4 (Down-Back or Back) to block.
    • High: Must hold 4 (Back) to block.
    • Throw: Throws/Command Grabs
    • Unblockable: Cannot be blocked. Very specific term only used in rare occassions. (Note: An attack only hitting airborne opponents doesn't mean it's an unblockable, even if they can't block it. If unsure if a move is a "true" unlockable, ask in the Discord)


  • Startup: Frames between Attack Activation (when you input the attack) and Hitbox Appearance (earliest moment that the attack can hit an opponent).
    • Write the Numeric Values for these, meaning: "9" and not "Nine" or "9f".
    • Do not write a window of frames: e.g. 9~14. The startup frame is the earliest, so you would only write "9". The other frames are just Active Frames (see the section below).
    • If a move has several hits with different Startup Frames, then write both. E.g. Hibiki's n.5C has 13 and 35 on their respective hits, this would be written as "13, 35".
    • Weapon Flipping Technique (WFT) should have their startup written as "1+X" instead of the total. (Meaning: 1 Frame > Super Flash > Startup of Attack)
    • Super Special Moves (SSM) should have their startup written as "10+X" instead of the total. (Meaning: 10 Frames of Invulnerability > Startup of Attack)


  • Active: Frames during which the Hitbox of the move is persistent. This means that it can hit the opponent during various different frames.
    • Note: Not all moves have this property, so leave it empty if this does not apply to a move.


  • Recovery: Frames between Hitbox Disappearance (the attack can no longer hit an opponent) and returning to neutral (being actionable) on whiff. If you're in the Air you write Recovery Frames as "X (Landing)".
    • Recovery can be calculated like this: Recovery = (Total - Startup) - Active + 1.
    • If Recovery is while landing after being airborne: Write "X (Landing)" to specify it's Landing Recovery rather than normal Recovery.


  • Total: The total frames the move has from start to finish (from first input > when actionable again).
    • This is calculated on whiff, as otherwise you will have to detract hitstun frames and that's more complicated.


  • Hit Adv: Frame Advantage on Hit (the amount of frames that you can move before/after the opponent).
    • "Hit Advantage" is calculated based on who is actionable first after your move connects, you or the opponent. If you're actionable 2 frames earlier than the opponent, you would be "+2" and if vice versa "-2".
    • If the move is Minus, write "-X".
    • If the move is Plus, write "+X".
    • If the move is 0, write "0".
    • If the move causes "Knockdown" then write "KD (+X)", the "X" being how plus you are. Some cases this is not applicable, so it's also fine to just write "KD" if you don't know the frames.
    • Add brackets around frame data "[X]" to indicate vs Unarmed Opponents (this is not a substitute for normal frame data, but an additional one that is written next to it, e.g: "-1" [-2]").


  • Block Adv: Frame Advantage on Block (the time it takes until you are actionable again compared to your opponent).
    • "Block Advantage" is calculated based on who is actionable first after your is blocked, you or the opponent. If you're actionable 2 frames earlier than the opponent, you would be "+2" and if vice versa "-2".
    • If the move is Minus, write "-X".
    • If the move is Plus, write "+X".
    • If the move is 0, write "0".


  • Guard Dmg: Total Damage Dealt to Guard Meter. Multi-hit moves should list the "Total Guard Damage" and have "Individual Hits" in parentheses "( )".
    • If the move have Individual Hits then just add an asteriskts to denote Multiplication "*". E.g: Darli's 236S does 9 total guard damage and of that 9 damage it's split into 3 for 3 hits. This would be written as: 9 (3*3).
    • If the Individual Hits all have separate damage values, then you separate them with a comma ",". E.g. a move does 5 total Guard Damage, split into 3 on the first and 2 on the last, would be written "5 (3, 2).


  • Cancel: List Frame Cancel Window of the move (example from Samsho 5 Special Wiki) if possible, otherwise write "Yes" or "No" in absence of accurate frame data.
    • Regardless if whiff or on hit, all these counts as cancels and would be written as: "Yes". Otherwise "No" if no cancel is possible.
    • If the cancel is on a specific hit on Multi-hitting moves, then specify which one is cancelable. E.g. Hibiki's n.5C is only cancelable on the 1st hit and not the 2nd hit. This would be written as "Yes (1st). And if vice versa "Yes (2nd)".


  • Recoil: If a move is blocked, they might have a "Recoil" animation. Fill with "Yes" if it has and "No" if it doesn't. If possible also add the Recoil Cancel Frame Advantage in parenthesis "( )".
    • Yes = Recoil Animation / Recoil Cancel is possible
    • No = No Recoil Animation
    • By having a "Recoil" animation when blocked also means it's possible to "Recoil Cancel" with another mean.


  • Deflectable: List whether move is Deflectable (236A+B).
    • Yes = Deflactable
    • No = Not Deflectable
    • Disarm = You are disarmed in the process.


  • Unarmed: Whether a move is usable when Unarmed (no weapon).
    • Yes = Move is usable both Armed and Unarmed.
    • No = Move is unusable while Unarmed.
    • Only = Move is only usable while Unarmed.