Melty Blood/MBAACC/Template: Difference between revisions

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==Universal Mechanics==
{{MoveData
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  {{AttackData-MB
|damage=Text
|reddamage=Text
|proration=Text
|circuit= Text
|cancel=Text
|guard=Text
|startup=Text
|active=Text
|recovery= Text
|frameAdv= Text
|invuln=Text
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Revision as of 02:20, 23 April 2020

Template Overview

Below is the template that will be used for MBAACC in the event you want to contribute information to a respective character. Each section is filled out with instruction on where to place your text of information. Starting from "=Additional Resources=" copy the format and go from there


Additional Resources


Match Video Database

Players to watch/ask

JP:

  • Text goes here after asterisk
  • Text goes here after asterisk


NA:

  • Text goes here after asterisk
  • Text goes here after asterisk

Overview

Strengths Weaknesses
Strengths
  • Text goes here after asterisk
  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

Place text here*

Neutral

Place text here*

Pressure

Place text here

Okizeme

Place text here

Defense

place text here*



Combos

/* template for combo notations */



Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, text text


Meter Gained: text Meter Given (vs C-Moon): text
*text after asterisk

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, text text


Meter Gained: text Meter Given (vs C-Moon): text
*text after asterisk

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, text text


Meter Gained: text Meter Given (vs C-Moon): text
*text after asterisk

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, text text


Meter Gained: text Meter Given (vs C-Moon): text
*text after asterisk

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, text text


Meter Gained: text Meter Given (vs C-Moon): text
*text after asterisk
Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
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 that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

Text
Image.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Special Moves

Text
Image.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Arc Drive

Text
Image.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Another Arc Drive

Text
Image.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text

Last Arc

Text
Image.png
Damage Red Damage Proration Cancel Guard
Text Text Text Text Text
First Active Active Recovery Frame Adv Circuit Invuln
Text Text Text Text Text Text

Text