Template:AttackData-MB/Infobox: Difference between revisions

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| Box Colors
| Box Colors
| <span style="color:#939393">Light gray</span> = Collision Box (A move lacking one means it can go through the opponent's own collision box).<br/><span style="color:#00bc02">Green</span>: Hurt Boxes.<br/><span style="color:#cd0000">Red</span>: Hit(/Grab) Boxes.<br/><span style="color:#f8fc3f; text-shadow: -1px -1px 0 #909300, 1px -1px 0 #909300, -1px 1px 0 #909300, 1px 1px 0 #909300;">Yellow</span>: 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.)<br/><span style="color:#ff00ff">Magenta</span>: Projectile-reflecting boxes OR Non-hit attack trigger boxes.<br/><span style="color:#0202de">Blue</span>: Reflectable Projectile Boxes.
|
<span style="color:#939393">Light gray</span> = Collision Box (A move lacking one means it can go through the opponent's own collision box).<br/>
<span style="color:#00bc02">Green</span>: Hurt Boxes.<br/>
<span style="color:#cd0000">Red</span>: Hit(/Grab) Boxes.<br/>
<span style="color:#f8fc3f; text-shadow: -1px -1px 0 #909300, 1px -1px 0 #909300, -1px 1px 0 #909300, 1px 1px 0 #909300;">Yellow</span>: 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.)<br/>
<span style="color:#ff00ff">Magenta</span>: Projectile-reflecting boxes OR Non-hit attack trigger boxes.<br/>
<span style="color:#0202de">Blue</span>: Reflectable Projectile Boxes.
|-
|-
| Damage
| Damage
| Base damage done by this attack.<br/>(X) denotes combined and scaled damage done against standing C-V. Sion.
| Base damage done by this attack.
(X) denotes combined and scaled damage done against standing C-V. Sion.
|-
|-
| Red Damage
| Red Damage
| Base damage done to the recoverable red health bar by this attack. (Numbers are scaled and based against standing C-V. Sion.)<br/>(x) denotes combined damage.
| Base damage done to the recoverable red health bar by this attack. (Numbers are scaled and based against standing C-V. Sion.)
(x) denotes combined damage.
|-
|-
| Proration
| Proration
| The correction value set by this attack and the way it modifies the scaling during a string. See [[Melty_Blood/Advanced_Mechanics#Damage_Modifier|this page]] for more details.
| The correction value set by this attack and the way it modifies the scaling during a string. See [[Melty_Blood/Advanced_Mechanics#Damage_Modifier|this page]] for more details.
X% (O) means X% <u>Overrides</u> the previous correction value in a combo if X is of a lower percentage.
X% (O) means X% <u>Overrides</u> the previous correction value in a combo if X is of a lower percentage.<br/>
<br/> X% (M) means the current correction value in a combo will be <u>Multiplied</u> by X%. This can also be referred to as relative proration.
X% (M) means the current correction value in a combo will be <u>Multiplied</u> by X%. This can also be referred to as relative proration.
|-
|-
| Circuit
| Circuit
| Meter gained by this attack on hit.<br/> (X%) denotes combined and scaled meter gain.<br/>-X% denotes a meter cost.
| Meter gained by this attack on hit.
(X%) denotes combined and scaled meter gain.<br/>
-X% denotes a meter cost.
|-
|-
| 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 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
| Actions this move can be cancelled into.
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
|-
|-
| Guard
| Guard
| The way this move must be blocked.<br/>L = Can block crouching<br/>H = Can block standing.<br/>A = Can block in the air.<br>U = Unblockable.
| The way this move must be blocked.
L = Can block crouching<br/>
H = Can block standing.<br/>
A = Can block in the air.<br/>
U = Unblockable.
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|-
| Startup
| Startup
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| Advantage
| 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).
| 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.
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.<br/>
±x~±x denotes a possible range of advantage.
±x~±x denotes a possible range of advantage.
|-
|-
| Invul
| Invul
| The frames in which a character either lacks an hurtbox on a specific part of their body, or cannot be affected by certain types of attacks.<br/>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. <br/>Full = Fully invincible<br/>Strike = Strike invincible<br/>Throw = Throw Invicible<br/>High = Upper body lacks a hurtbox.<br/>Low = Lower body lacks a hurtbox.<br/>Reflect = Frames in which projectile-reflecting boxes are active.<br/>Super Armor =  Frames in which the character can take hits without going into hit stun.
| The frames in which a character either lacks an hurtbox on a specific part of their body, or cannot be affected 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. <br/>
Full = Fully invincible<br/>
Strike = Strike invincible<br/>
Throw = Throw Invicible<br/>
High = Upper body lacks a hurtbox.<br/>
Low = Lower body lacks a hurtbox.<br/>
Reflect = Frames in which projectile-reflecting boxes are active.<br/>
Super Armor =  Frames in which the character can take hits without going into hit stun.
|}
|}

Revision as of 10:21, 16 May 2020

Frame Data Help
Header Tooltip
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.
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage done against standing C-V. Sion.

Red Damage Base damage done to the recoverable red health bar by this attack. (Numbers are scaled and based against standing C-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 and scaled meter gain.
-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.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = 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 be affected 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 = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.