Template:AttackDataHeader-ASBR: Difference between revisions

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(Added tooltip to Hit Adv.)
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{{#if:{{{version|}}}|! Version }}
{{#if:{{{version|}}}|! {{Tooltip |color=purple | text=Version | hovertext=Which version of the attack is being described in each row, if applicable.}} }}
! height="25px" |Damage
! height="25px" |{{Tooltip |color=purple | text=Damage | hovertext=How much damage this attack deals upon hitting the opponent. Attacks that hit multiple times will feature both their full damage and the individual damage of each hit.}}
! {{Tooltip | text=Guard| hovertext=Community terms are used in order to ease reading comprehension. In-game, Overhead attacks (attacks that can only be blocked while standing) are labeled as Middle, while Mid attacks (attacks that can be blocked in all ways) are labeled as High.}}
! {{Tooltip |color=purple | text=Guard| hovertext=How an opposing character must block this attack.

・Mid (labeled as High in-game) - Can be blocked while either standing or crouching.
・Overhead (labeled as Middle in-game) - Must be blocked while standing.
・Low - Must be blocked while crouching.
・Unblockable - The attack cannot be blocked by normal means, requiring special abilities or character-specific maneuvers.
・Throw - The attack is considered a Throw. Therefore, it cannot be blocked at all.}}
! Startup
! {{Tooltip |color=purple | text=Startup | hovertext=How many frames it takes for this attack to become active. For moves that invoke superflashes, the frames before and after them will be listed.}}
! Active
! {{Tooltip |color=purple | text=Active | hovertext=For how many frames this attack is considered to be active.}}
! Recovery
! {{Tooltip |color=purple | text=Recovery | hovertext=How many frames it takes for the character to return to a neutral state after this attack's active period ends. If a given move does not possess hitboxes, its total duration in frames will be listed instead.}}
! Block Adv.
! {{Tooltip |color=purple | text=Block Adv. | hovertext=The difference in frames between a blocked attack and the defender. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first.}}
! {{Tooltip | text=Hit Adv. | hovertext=Advantage shown is based on when the opponent can jump, block, or Stylish Evade. The opponent has to wait 2 more frames before other options become available.}}
! {{Tooltip |color=purple | text=Hit Adv. | hovertext=The difference in frames between an attack that hits a grounded opponent and the victim. A positive value indicates that the attacker recovers first, while a negative value indicates that the victim recovers first. If this attack carries a hit effect, it may replace this value.

・KD - Launches opponents, leading to a soft knockdown.
・HKD - Leads into a hard knockdown.
・Groundbounce - Causes opponents to bounce off the ground.
・Bind - Causes opponents to be restrained. Does not affect Mounted characters when on their horse.
・Crumple - Causes grounded opponents to crumple. Does not affect Mounted characters when on their horse.}}
<noinclude>
<noinclude>
==Usage==
==Usage==
Determines the columns to be used for JoJo's Bizarre Adventure: All-Star Battle R move lists.
Determines the columns to be used for ''JoJo's Bizarre Adventure: All-Star Battle R'' move lists.
[[Category:JoJo's Bizarre Adventure: All-Star Battle R]]
[[Category:JoJo's Bizarre Adventure: All-Star Battle R]]
</noinclude>
</noinclude>

Latest revision as of 17:30, 27 April 2024

! height="25px" |Damage ! Guard ! Startup ! Active ! Recovery ! Block Adv. ! Hit Adv.

Usage

Determines the columns to be used for JoJo's Bizarre Adventure: All-Star Battle R move lists.