Template:FrameDataLegend-EFZ: Difference between revisions

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(Adding proration and juggle to this as I forgot)
 
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! colspan="2" | Frame Data Help
! colspan="2" | Frame Data Help
|-
|-
| colspan="2" | Moves affected by [[Eternal_Fighter_Zero/Advanced_Mechanics#Subframes|subframes]] will have a toggle for showing full frames (subframe count rounded up to the next full frame) and subframes.</br>
| colspan="2" | The notation for the move lists can be found under [[Eternal Fighter Zero/Controls|Controls]].
Example: {{EFZ-SF|Full Frames (Blue)|Subframes (Red)}}
|-
| 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>...).
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| colspan="2" | Frame data with decimal values .33 or .66 relate to [[Eternal_Fighter_Zero/Advanced_Mechanics#Subframes|subframes]].
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! Version
! Version
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! 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.
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! Juggle
| Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent.
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|-
! Guard
! Guard
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'''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>
'''Grab''': Cannot be blocked, grab type hitbox that targets the collision box</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
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|-
! Property
! Property
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|-
|-
! 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.''
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|-
! Adv Hit
! Adv Hit
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'''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
High: Stand Block
Ground: Air Unblockable, may be blocked either Crouching or Standing
Any: Air, crouch, and stand block
Throw: Cannot be blocked, throw type hitbox that targets the collision box
Unblockable: Cannot be blocked, unblockable hitbox that targets hurtboxes

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
TI: Throw Invincibility
SI: Strike Invincibility
HI: Upper Body/High Invincibility
LI: Low Invincibility/Low Crush
A: Armour
G: Guard Point

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
Sp: Specials
Su: Supers
J: Jump cancel possible on hit, block and RG
JH: Jump cancel possible on hit only
AD: Air Dash
IC: Instant Charge after hit (22C)
FIC: Flicker Instant Charge (22C, fixed IC window, regardless of hit or whiff)
R: Repeatable, always A normals. Will cancel into other A normals.
f5B/2B: Usually c5B cancel option
SB: S button cancelling, character specific. Examples: stance, summon or flight cancels.
Rekka: A special move with multiple parts that require additional inputs.
: Special rules, see description for details (look for the ※)