Template:AttackDataCargo-ROA: Difference between revisions

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<noinclude>
<noinclude>
{{#vardefine:cargoTable|ROA_MoveData}}
{{#vardefine:cargoTable|ROA_MoveData}}
=This part is just for testing and isnt actually included in the template!=
'''''This part is just for testing and isnt actually included in the template!!!'''''
 
inputs: {{#invoke:MoveDataParser_ROA|inputsToIcons|C+8B A B X Y 6- 8- 4- 2- 2-+2- C+C}}
 
{{MoveDataCargo
{{MoveDataCargo
| title    =  
| title    =  
| subtitle = Jab Combo
| subtitle = Jab Combo
| input    = Attack > Attack > Attack
| input    =  
| images  =  
| images  =  
{{MoveDataCargoImage|goat_jab1|caption = Jab 1}}
{{MoveDataCargoImage_ROA|goat_jab1|caption = Jab 1}}
{{MoveDataCargoImage|goat_jab2|caption = Jab 2}}
{{MoveDataCargoImage_ROA|goat_jab2|caption = Jab 2}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|goat_jab1|caption = Jab 1|hitbox=yes}}
{{MoveDataCargoImage_ROA|goat_jab1|caption = Jab 1|hitbox=yes}}
{{MoveDataCargoImage|goat_jab2|caption = Jab 2|hitbox=yes}}
{{MoveDataCargoImage_ROA|goat_jab2|caption = Jab 2|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-ROA/Query|goat_jab1|moveName = Jab 1}}
{{AttackDataCargo-ROA/Query|bug_jab1}}
====Jab 1====
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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}}
{{AttackDataCargo-ROA/Query|goat_jab2}}
====Jab 2====
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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>
</noinclude>


<includeonly>
<includeonly>
<div class="movedata-flex-framedata">
<!-- this divider shows general move info (move name, damage, startup, endlag, etc.) -->
<div class="movedata-flex-framedata" style="margin: 0px;">
<div class="movedata-flex-framedata-name">
<div class="movedata-flex-framedata-name">
<div id="id-{{{moveId}}}" class="movedata-flex-framedata-name-item movedata-flex-framedata-name-item-topright">{{#if: {{{input}}} | {{#invoke:MoveDataParser|createFrameDataLink|cargoTable=ROA_MoveData|moveId={{{moveId}}} }} }}</div>
<div id="id-{{{move_id}}}" class="movedata-flex-framedata-name-item movedata-flex-framedata-name-item-topright">
<div class="movedata-flex-framedata-name-item">
<!-- if the move has an input, add a link at the top right to move's data page (doesnt work because we dont have the headings set as the move's input!!!!!!!!!!) -->
<div class="movedata-flex-framedata-name-item movedata-flex-framedata-name-item-middle">
<!-- {{#if: {{{input}}} | {{#invoke:MoveDataParser_ROA|createFrameDataLink|cargoTable=ROA_MoveData|move_id={{{move_id}}} }}|- }} -->
<div>{{#if:{{{name}}} | {{{name}}} | {{{moveId}}}}}</div>
</div>
<div class="movedata-flex-framedata-name-item movedata-flex-framedata-name-item-middle">
<div>
<!-- if the move has an name, add bold text of the move's name, otherwise add bold text of the move's id -->
'''{{#if:{{{name}}} | {{{name}}} | {{{move id}}} }}'''
</div>
</div>
</div>
</div>
</div>
</div>
{| class="wikitable movedata-flex-framedata-table"
{| class="wikitable movedata-flex-framedata-table"
|- style="font-size:90%; height:30px;"
|- style="font-size: 90%; height: 20px; margin: 0px;"
! style="width:12.5%" | {{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:20%" | {{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:12.5%" | {{Tooltip | text = Startup                  | hovertext = The time in frames before the move's first hitbox activates}}
! style="width:20%" | {{Tooltip | text = Active                 | hovertext = The frames that the move's hitbox(s) last relative to the move's first frame}}
! style="width:12.5%" | {{Tooltip | text = Active                   | hovertext = The frames that the move's hitbox(s) last relative to the move's first frame}}
! style="width:20%" | {{Tooltip | text = Endlag                 | hovertext = The amount of frames between the last active frame and the first actionable frame of a move}}
! style="width:12.5%" | {{Tooltip | text = Endlag                   | hovertext = The amount of frames between the last active frame and the first actionable frame of a move}}
! style="width:20%" | {{Tooltip | text = Angle                 | hovertext = The angle in which the move's hitbox(s) send (for 361 degree angles, the hitbox sends at a 45 degree angle if the opponent is aerial, and 40 if grounded)}}
! style="width:12.5%" | {{Tooltip | text = Angle                   | hovertext = The angle in which the move's hitbox(s) send (for 361 degree angles, the hitbox sends at a 45 degree angle if the opponent is aerial, and 40 if grounded)}}
! style="width:20%" | {{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:12.5%" | {{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="text-align: center; height: 30px;"
! style="width:12.5%" | {{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;}}
| {{#if:{{{damage}}}        | {{{damage}}}        | }}
|- style="text-align:center; height:50px;"
| {{#if:{{{active}}}        | {{{active}}}        | }}
| {{#if:{{{damage|}}}      | {{{damage}}}|-}}
| {{#if:{{{endlag}}}        | {{{endlag}}}        | }}
| {{#if:{{{startup|}}}      | {{{startup}}}|-}}
| {{#if:{{{angle}}}        | {{{angle}}}        | }}
| {{#if:{{{active|}}}      | {{{active}}}|-}}
| {{#if:{{{knockback}}}    | {{{knockback}}}    | }}
| {{#if:{{{endlag|}}}       | {{{endlag}}}|-}}
|- style="font-size: 90%; height: 20px; margin: 0px;"
| {{#if:{{{angle|}}}       | {{{angle}}}|-}}
! style="width:20%" | {{Tooltip | text = Startup                | hovertext = The time in frames before the move's first hitbox activates}}
| {{#if:{{{kb|}}}           | {{{kb}}}|-}}
! style="width:20%" | {{Tooltip | text = Landing Lag            | hovertext = The amount of inactionable frames caused if the move ends during its active frames from landing}}
| {{#if:{{{angleFlipper|}}} | {{{angleFlipper}}}|-}}
! style="width:20%" | {{Tooltip | text = FAF                    | hovertext = "First Actionable Frame": the number of frames it takes for you to be actionable after using the move (without the move being interrupted)}}
|}
! style="width:20%" | {{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:20%" | {{Tooltip | text = Hitstun | hovertext = formula = BKB * 4 * ((Knockback_Adj - 1) * 0.6 + 1) + Damage * 0.12 * Knockback_scaling * 4 * 0.65 * Knockback_Adj}}
|- style="text-align: center; height: 30px;"
| {{#if:{{{startup}}}      | {{{startup}}}      | }}
| {{#if:{{{endlag land}}}   | {{{endlag land}}}   | }}
| {{#if:{{{faf}}}           | {{{faf}}}           | }}
| {{#if:{{{angle flipper}}} | {{{angle flipper}}} | }}
| {{#if:{{{hitstun}}}       | {{{hitstun}}}       | }}
|}
</div>
</div>
<!-- this divider shows more move info -->
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Stats for Nerds" data-collapsetext="Hide Additional Data">
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Stats for Nerds" data-collapsetext="Hide Additional Data">
<span class="mw-collapsible-toggle"/>
<span class="mw-collapsible-toggle"/>
{| class="wikitable"
{| class="wikitable" style="margin: -10px; text-align: center;"
|- style="font-size:80%"
! Hitpause (Base + Scaling)
! Hitstun Modifier
! Parry Stun Type
! Hitpause (Base + Scaling)
! Priority
! Parry Stun Type
|-
! Priority
| {{#if:{{{hitpause}}}  | {{{hitpause}}}   | }}
|- style="font-size:80%; text-align: center;"
| {{#if:{{{stun type}}} | {{{stun type}}} | }}
| {{#if:{{{hitstunMod|}}} | {{{hitstunMod}}}|-}}
| {{#if:{{{priority}}}  | {{{priority}}}   | }}
| {{#if:{{{hitpause|}}}  | {{{hitpause}}}|-}}
|-
| {{#if:{{{stun|}}}       | {{{stun}}}|-}}
! Hit Lockout
| {{#if:{{{priority|}}}  | {{{priority}}}|-}}
! Force Flinch Value
|- style="font-size:80%"
! Kills Projectiles?
! Hit Lockout
|-
! Force Flinch Value
| {{#if:{{{hit lockout}}}   | {{{hit lockout}}}   | }}
! Kills Projectiles?
| {{#if:{{{force flinch}}} | {{{force flinch}}} | }}
! Kill Screen?
| {{#if:{{{can kill proj}}} | {{{can kill proj}}} | }}
|- style="font-size:80%; text-align: center;"
|}
| {{#if:{{{hitLockout|}}} | {{{hitLockout}}}|-}}
</div>
| {{#if:{{{forceFlinch|}}} | {{{forceFlinch}}}|-}}
</includeonly>
| {{#if:{{{killProj|}}}   | {{{killProj}}}|-}}
<noinclude>
| {{#if:{{{killScreen|}}}  | {{{killScreen}}}|-}}
[[Category:Rivals of Aether]]
|}
</noinclude>
</div></includeonly><noinclude>[[Category:Rivals of Aether]]</noinclude>

Latest revision as of 22:07, 15 December 2023


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

inputs: Roa input charge.pngRoa input plus.pngRoa input up soft.pngRoa input xbox b.pngRoa input next.pngRoa input xbox a.pngRoa input next.pngRoa input xbox b.pngRoa input next.pngRoa input xbox x.pngRoa input next.pngRoa input xbox y.pngRoa input next.pngRoa input right hard.pngRoa input next.pngRoa input up hard.pngRoa input next.pngRoa input left hard.pngRoa input next.pngRoa input down hard.pngRoa input next.pngRoa input down hard.pngRoa input plus.pngRoa input down hard.pngRoa input next.pngRoa input charge.pngRoa input plus.pngRoa input charge.png

Jab Combo
Roa abs jab1.png
Jab 1
Roa abs jab2.png
Jab 2
Roa abs jab1 h.png
Jab 1
Roa abs jab2 h.png
Jab 2
Hitboxes Off
Hitboxes On

Jab 1

Damage Active Endlag Angle KB (Base+Scaling)
4 5-6 14 361 4
Startup Landing Lag FAF Angle Flipper Hitstun
4 6 1x

Hitpause (Base + Scaling) Parry Stun Type Priority
4 None 2
Hit Lockout Force Flinch Value Kills Projectiles?
Yes True


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goat_jab2

Damage Active Endlag Angle KB (Base+Scaling)
4 14-16 15 361 4+0
Startup Landing Lag FAF Angle Flipper Hitstun
0 6 1x

Hitpause (Base + Scaling) Parry Stun Type Priority
1
Hit Lockout Force Flinch Value Kills Projectiles?
Y


there is text here