Template:FrameDataLegend-EFZ: Difference between revisions
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(Adding proration and juggle to this as I forgot) |
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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. | |||
|- | |||
! Juggle | |||
| Juggle value used to determine juggle time after a move hits an aerial or juggle state opponent. | |||
|- | |- | ||
! Guard | ! Guard |
Latest revision as of 10:55, 25 June 2024
Frame Data Help | |
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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 |