Template:AttackData-MB/Infobox: Difference between revisions

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| Cancel
| Cancel
| Actions this move can be cancelled into.<br/>SE = Self cancelable<br/>N = Normal cancelable<br/>SP = Special Cancellable<br/>CH = Cancelable into the next part of the same special (Chain)<br/>EX = EX Cancelable<br/>J = Jump Cancelable<br/>(X) = Hit cancelable only<br/>-X- = Hit or Whiff cancelable
| Actions this move can be cancelled into.<br/>SE = Self cancelable<br/>N = Normal cancelable<br/>SP = Special Cancellable<br/>CH = Cancelable into the next part of the same attack (Chain in case of specials)<br/>EX = EX Cancelable<br/>J = Jump Cancelable<br/>(X) = Hit cancelable only<br/>-X- = Hit or Whiff cancelable
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| Guard
| Guard

Revision as of 05:00, 5 April 2020

Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(X) denotes combined damage.
Red Damage Damage done to the recoverable red health bar by this attack.
(x) denotes combined damage.
Proration
Circuit Meter gained by this attack on hit or block.
-X% denotes a meter cost.
Cancel Actions this move can be cancelled into.
SE = Self cancelable
N = Normal cancelable
SP = Special Cancellable
CH = Cancelable into the next part of the same attack (Chain in case of specials)
EX = EX Cancelable
J = Jump Cancelable
(X) = Hit cancelable only
-X- = Hit or Whiff cancelable
Guard The way this move must be blocked.
H = Can block standing.
L = Can block crouching
A = Can block in the air.
N/A = Unblockable.
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage.

Invul The frames in which a character either lacks an hurtbox on a specific part of their body, or cannot by hit by certain types of attacks.
X y~z denotes X type of invincibility happening between the y to z frames of the animations, no frame specific notation means the invincibility lasts through the entire move.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw Invicible
High = Higher body part invincible
Low = Lower body part invincible