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.<!-- | |||
-->{{#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 | The number of frames it takes for a move to become active.<!-- | ||
-->{{#var:linebreak}} | -->{{#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 | 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 | -->{{#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= | ||
OTG = Off The Ground; Attack will connect vs. a knocked down opponent; scaled to 25% damage<!-- | |||
-->{{#var:linebreak}}Self-chain = Light normal that can be rapidly chained into itself on hit, block, or whiff<!-- | |||
-->{{#var:linebreak}} | -->{{#var:linebreak}} + (slow) = chain must be delayed until the move's recovery (not during active frames/hitstop)<!-- | ||
-->{{#var:linebreak}} | -->{{#var:linebreak}}No-Chain = Normal attack that cannot be chained into another normal<!-- | ||
-->{{#var:linebreak}} | -->{{#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}} | -->{{#var:linebreak}}Invincible = Attack has no hurtbox and cannot be interrupted for a certain amount of time<!-- | ||
-->{{#var:linebreak}} | -->{{#var:linebreak}}Mashable = Rapidly input buttons/directions for extra hits. For throws, defender can also mash to reduce damage.<!-- | ||
-->{{#var:linebreak}} | -->{{#var:linebreak}}KD0/Spike = Knockdown Timer set to 0 -- opponent will be knocked down and immediately stand up<!-- | ||
-->{{#var:linebreak}} | -->{{#var:linebreak}}Backturn = Causes juggled opponent to face the opposite direction, preventing backdash upon landing<!-- | ||
-->{{#var:linebreak}} | -->{{#var:linebreak}}Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent<!-- | ||
-->{{#var:linebreak}} | -->{{#var:linebreak}}Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect) | ||
-->{{#var:linebreak}} | |||
}}</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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