Template:FrameDataLegend-EFZ: Difference between revisions
No edit summary |
(Adding proration and juggle to this as I forgot) |
||
(10 intermediate revisions by 2 users not shown) | |||
Line 3: | Line 3: | ||
! colspan="2" | Frame Data Help | ! colspan="2" | Frame Data Help | ||
|- | |- | ||
| colspan="2" | | | colspan="2" | The notation for the move lists can be found under [[Eternal Fighter Zero/Controls|Controls]]. | ||
|- | |||
| colspan="2" | Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |||
|- | |||
| colspan="2" | Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |||
|- | |||
| colspan="2" | Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※<sub>1</sub>, ※<sub>2</sub>, ※<sub>3</sub>...). | |||
|- | |||
| colspan="2" | Frame data with decimal values .33 or .66 relate to [[Eternal_Fighter_Zero/Advanced_Mechanics#Subframes|subframes]]. | |||
|- | |- | ||
! Version | ! Version | ||
Line 11: | Line 18: | ||
! Damage | ! Damage | ||
| The base damage value that the specific hit will do. See [[Eternal_Fighter_Zero/Advanced_Mechanics#Damage_Scaling|damage scaling]] for more information. | | The base damage value that the specific hit will do. See [[Eternal_Fighter_Zero/Advanced_Mechanics#Damage_Scaling|damage scaling]] for more information. | ||
|- | |||
! Proration | |||
| Base value Power% reduces by per hit. | |||
|- | |||
! Juggle | |||
| Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent. | |||
|- | |- | ||
! Guard | ! Guard | ||
Line 18: | Line 31: | ||
'''Ground''': Air Unblockable, may be blocked either Crouching or Standing</br> | '''Ground''': Air Unblockable, may be blocked either Crouching or Standing</br> | ||
'''Any''': Air, crouch, and stand block</br> | '''Any''': Air, crouch, and stand block</br> | ||
''' | '''Throw''': Cannot be blocked, throw type hitbox that targets the collision box</br> | ||
'''Unblockable''' Cannot be blocked, unblockable hitbox that targets hurtboxes | '''Unblockable''': Cannot be blocked, unblockable hitbox that targets hurtboxes | ||
|- | |- | ||
! Property | ! Property | ||
Line 38: | Line 51: | ||
|- | |- | ||
! Recovery | ! Recovery | ||
| Total frames until the character can block. | | Total frames until the character can block.</br> ''Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block.'' | ||
|- | |- | ||
! Adv Hit | ! Adv Hit | ||
Line 54: | Line 67: | ||
'''JH''': Jump cancel possible on hit only</br> | '''JH''': Jump cancel possible on hit only</br> | ||
'''AD''': Air Dash</br> | '''AD''': Air Dash</br> | ||
'''IC''': Instant Charge after hit(22C)</br> | '''IC''': Instant Charge after hit (22C)</br> | ||
'''FIC''': Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff)</br> | '''FIC''': Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff)</br> | ||
'''R''': Repeatable, always A normals. Will cancel into other A normals.</br> | '''R''': Repeatable, always A normals. Will cancel into other A normals.</br> |
Latest revision as of 10:55, 25 June 2024
Frame Data Help | |
---|---|
The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...). | |
Frame data with decimal values .33 or .66 relate to subframes. | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Proration | Base value Power% reduces by per hit. |
Juggle | Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |