Template:AttackData-JCFoF/Tooltips: Difference between revisions

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  | damage=
  | damage=
"Base Damage" of the attack, not accounting for scaling or opponent's defense value.<!--
Base Damage of the attack, not accounting for scaling or opponent's defense value.<!--
-->{{#var:linebreak}} Damage for each hit is separated by an asterisk (*)
-->{{#var:linebreak}}Damage for each hit is separated by an asterisk (*)<!--
-->{{#var:linebreak}}If there are several hits in a row with identical damage, it will be listed as A x B to save space<!--
-->{{#var:linebreak}}-Example: 4*5x3*8 = 4 damage + 5 damage (3 hits) + 8 damage<!--
-->{{#var:linebreak}}See System page for details on damage scaling and defense.
 
| stun=
Stun damage of the attack, not accounting for scaling.<!--
-->{{#var:linebreak}}Stun damage for each hit is separated by an asterisk (*)<!--
-->{{#var:linebreak}}If there are several hits in a row with identical stun, it will be listed as A x B to save space<!--
-->{{#var:linebreak}}-Example: 256*128x3*512 = 256 stun + 128 stun (x3 hits) + 512 stun<!--
-->{{#var:linebreak}}See System page for details on stun.
 
| kdtime=
Knockdown Timer damage value of the attack, not accounting for scaling.<!--
-->{{#var:linebreak}}KD Timer damage for each hit is separated by an asterisk (*)<!--
-->{{#var:linebreak}}If there are several hits in a row with identical KD timer damage, it will be listed as A x B to save space<!--
-->{{#var:linebreak}}-Example: 64*96x3*128 = 64 KD dmg + 96 KD dmg (x3 hits) + 128 KD dmg<!--
-->{{#var:linebreak}}See Advanced System page for details on Knockdown timer values.
 
| hitstun=
The type of hitstun caused by the attack when used on standing opponents. Not especially important information for the average player, but included for completion's sake.<!--
-->{{#var:linebreak}}The type of standing hitstun can affect the opponent's hurtbox width and therefore the potential for followup moves to connect.<!--
-->{{#var:linebreak}}Crouching or airborne characters are not affected by this value.<!--
-->{{#var:linebreak}}"High" (value: 26/27)<!--
-->{{#var:linebreak}}"Mid" (value: 29/30)<!--
-->{{#var:linebreak}}See Advanced System page for details on Hitstun reeling animations.


  | guard=
  | guard=
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  | startup=
  | startup=
The number of frames it takes for a move to become active. If this value is lower than another move's Hit Adv or Block Adv, it can be used to punish that move (if it is in range).<!--
The number of frames it takes for a move to become active.<!--
-->{{#var:linebreak}} For attacks that hit later against crouching opponents (like many 2-hit overheads), the second value listed in (parentheses) is the startup for that context.
-->{{#var:linebreak}}If this value is lower than the opponent's Hit Adv or Block Adv, it can be used to punish that move if it is in range.<!--
-->{{#var:linebreak}}If a second value is listed in (parentheses), the move hits later during its active frames (i.e. a 2-hit overhead where the first hit whiffs vs. crouching).


  | active=
  | active=
The number of frames that an attack's hitbox remains active. The first active frame overlaps with the final startup frame.<!--
The number of frames that an attack's hitbox remains active. The first active frame overlaps with the final startup frame.<!--
-->{{#var:linebreak}} Attacks with multiple hits are separated by an asterisk (*) if there is no gap between hits, or by a number in (parentheses) denoting the number of frames between active hitboxes.<!--
-->{{#var:linebreak}}Attacks with multiple hits are separated by an asterisk (*) if there is no gap between hits, or by a number in (parentheses) denoting the number of frames between active hitboxes.<!--
-->{{#var:linebreak}} For attacks with long, complex sets of active frames, the description will explain the details and the Active column will simply display the total number of active frames.
-->{{#var:linebreak}}-Example 1: 3*5 = 3 active frames (1st hit), 5 active frames (2nd hit)<!--
-->{{#var:linebreak}}-Example 2: 2(5)4 = 2 active frames, 5f gap, 4 active frames<!--
-->{{#var:linebreak}}For attacks with long, complex sets of active frames, the description will explain the details and the Active column will simply display the total number of active frames.<!--
-->{{#var:linebreak}}Attacks with more active frames are more effective as pokes and anti-airs.


  | recovery=
  | recovery=
The number of frames in which a character cannot act after startup and recovery have passed.<!--
The number of frames that a character cannot act after startup and active frames have passed.<!--
-->{{#var:linebreak}} For airborne attacks, recovery may be listed as "X + Y land", where X+Y is the total recovery and Y is the number of grounded recovery frames (which allows the character to be thrown or punished with a grounded combo).
-->{{#var:linebreak}}For airborne attacks, recovery may be listed as 'X + Y land', where X+Y is the total recovery and Y is the number of grounded recovery frames (which allows the character to be thrown or punished with a grounded combo).


  | hitadv=
  | hitadv=
The frame advantage of an attack on hit. 0 means the attacker and defender recover at the same time.<!--
The frame advantage of an attack on hit. 0 means the attacker and defender recover at the same time.<!--
-->{{#var:linebreak}} A positive number means the attacker recovers before the defender.<!--
-->{{#var:linebreak}}A positive number means the attacker recovers before the defender.<!--
-->{{#var:linebreak}} A negative number means the defender recovers before the attacker, and the attack may be punishable.<!--
-->{{#var:linebreak}}A negative number means the defender recovers before the attacker, and the attack may be punishable.<!--
-->{{#var:linebreak}} KD means the attack knocks down if it hits.
-->{{#var:linebreak}}-Example: A move listed as '-6 on Hit' may be punished by a move with '6f Startup', if it is in range.<!--
-->{{#var:linebreak}}KD means the attack knocks down if it hits.<!--
-->{{#var:linebreak}}May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing.<!--
-->{{#var:linebreak}}-Example: A move with '-5 to 3' advantage on hit can be anywhere from -5 to +3 depending on which active frame hits the opponent.


  | blockadv=
  | blockadv=
The frame advantage of an attack on block. 0 means the attacker and defender recover at the same time.<!--
The frame advantage of an attack on block.<!--
-->{{#var:linebreak}} A positive number means the attacker recovers before the defender.<!--
-->{{#var:linebreak}}This includes the final Guard Cancel frame (see the 'reversal' section of the System page for more details)<!--
-->{{#var:linebreak}} A negative number means the defender recovers before the attacker, and the attack may be punishable.<!--
-->{{#var:linebreak}}0 means the attacker and defender recover at the same time.<!--
-->{{#var:linebreak}} Throws cannot be blocked, so the column is left empty in this case.
-->{{#var:linebreak}}A positive number means the attacker recovers before the defender.<!--
-->{{#var:linebreak}}A negative number means the defender recovers before the attacker, and the attack may be punishable.<!--
-->{{#var:linebreak}}-Example: A move listed as '-6 on Block' may be punished by a move with '6f Startup', if it is in range.<!--
-->{{#var:linebreak}}Throws cannot be blocked, so the column is left empty in this case.<!--
-->{{#var:linebreak}}May also be displayed as a range of values for attacks with significantly different frame advantage when used at different spacing.<!--
-->{{#var:linebreak}}--Example: A move with '-5 to 3' advantage on block can be anywhere from -5 to +3 depending on which active frame hits the opponent.
 
| specialcancel=
The ability to cancel the animation of a normal into a special move or Super.<!--
-->{{#var:linebreak}}For multi-hit normals, only the first hit is cancellable.


  | attribute=
  | attribute=
Various properties that an attack may have.<!--
OTG = Off The Ground; Attack will connect vs. a knocked down opponent; scaled to 25% damage<!--
-->{{#var:linebreak}} OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage<!--
-->{{#var:linebreak}}Self-chain = Light normal that can be rapidly chained into itself on hit, block, or whiff<!--
-->{{#var:linebreak}} Rapid Fire = Light normal that can be rapidly chained into itself on hit, block, or whiff<!--
-->{{#var:linebreak}} + (slow) = chain must be delayed until the move's recovery (not during active frames/hitstop)<!--
-->{{#var:linebreak}} Special Cancel = Attack can be cancelled into a special/super on hit or block. For multi-hit moves, the specific cancellable hit is listed<!--
-->{{#var:linebreak}}No-Chain = Normal attack that cannot be chained into another normal<!--
-->{{#var:linebreak}} KD0 = Knockdown Timer set to 0 (opponent will be knocked down and immediately stand up)<!--
-->{{#var:linebreak}}Airborne = Move puts the user in the air, becoming immune to throws, and hits will put them into a juggle state.<!--
-->{{#var:linebreak}} Spike = Air normal with KD0 property; opponent will be slammed to the ground and quickly rise<!--
-->{{#var:linebreak}}Invincible = Attack has no hurtbox and cannot be interrupted for a certain amount of time<!--
-->{{#var:linebreak}} Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)<!--
-->{{#var:linebreak}}Mashable = Rapidly input buttons/directions for extra hits. For throws, defender can also mash to reduce damage.<!--
-->{{#var:linebreak}} Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent<!--
-->{{#var:linebreak}}KD0/Spike = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up<!--
-->{{#var:linebreak}} Airborne = Attack puts the user in the air, making them immune to throws. Being hit will put the user into a juggle state rather than a grounded combo.<!--
-->{{#var:linebreak}}Backturn = Causes juggled opponent to face the opposite direction, preventing backdash upon landing<!--
-->{{#var:linebreak}} Invincible = Attack has no hurtbox and cannot be interrupted during these invincibility frames<!--
-->{{#var:linebreak}}Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent<!--
-->{{#var:linebreak}} Mashable = Rapidly hitting buttons/direction changes the move properties, like adding extra hits or damage. For mashable throws, the defender can also mash to reduce damage taken.<!--
-->{{#var:linebreak}}Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)
-->{{#var:linebreak}} No-Cancel = Normal attack that cannot be chained into another normal


}}</includeonly><noinclude>{{Documentation}}
}}</includeonly><noinclude>{{Documentation}}
[[Category:Jackie Chan in Fists of Fire]]</noinclude>
[[Category:Jackie Chan in Fists of Fire]]</noinclude>

Latest revision as of 03:19, 1 February 2022

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