Template:AttackDataHeader2-TFH: Difference between revisions

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(Created page with "{{#if:{{{version|}}}|! Version }} ! height="25px" |Base Damage ! Guard ! Startup ! Active ! Recovery ! Adv on Hit ! Adv on Block ! First Hit Juggle Decay ! Base Juggle Decay ! First Hit Airborne Juggle Decay ! Base Airborne Juggle Decay <noinclude> ==Usage== Determines the columns to be used for Them's Fightin' Herds move lists. Category:Them's Fightin' Herds </noinclude>")
 
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{{#if:{{{version|}}}|! Version }}
! Version
! height="25px" |Base Damage
! height="25px" |<abbr title="This base value is adjusted over the course of a combo, with the multiplier slowly decreasing for each hit. Hits that begin a combo are given a 'first hit bonus' multiplier greater than 1. Despite what training mode will (incorrectly) show you, this multiplier is usually 4.46 for light attacks, 3.90 for medium attacks, 3.62 for heavy attacks, 2.51 for special moves, and 2.36 for puppet attacks. Each move also has a minimum damage that it will always do regardless of scaling - usually somewhere around 1/4 to 1/3 of the base damage.">Base Damage</abbr>
! Guard
! Guard
! Properties
! Startup
! Startup
! Active
! Active
! Recovery
! Recovery
! Adv on Hit
! &nbsp;
! Adv on Block
! <abbr title="The amount of frames the affected player's state is effectively frozen after a move connects, but before their hitstun technically begins ticking. Note that this doesn't usually matter in terms of frame advantage, as stop affects both attacker and defender equally - however, in the case of projectiles or puppet attacks, the user is not affected by stop and thus gains extra frames of advantage from it as well.">Hitstop</abbr>
! <abbr title="Italics indicate the hitstun of a projectile or puppet attack that recovers independently of the user.">Hitstun</abbr>
! <abbr title="For opponents hit in the air, this is the amount of frames before they are able to perform an air tech recovery. If there is no frame number listed, it is assumed they will always hit the ground before they are able to recover.">Adv. on Hit</abbr>
! <abbr title="The amount of frames the affected player's state is effectively frozen after a move connects, but before their blockstun technically begins ticking. Note that this doesn't usually matter in terms of frame advantage, as stop affects both attacker and defender equally - however, in the case of projectiles or puppet attacks, the user is not affected by stop and thus gains extra frames of advantage from it as well.">Blockstop</abbr>
! <abbr title="Italics indicate the blockstun of a projectile or puppet attack that recovers independently of the user.">Blockstun</abbr>
! <abbr title="Airborne opponents may recover earlier than these values suggest if they land cancel the remaining blockstun. For reference, it takes about 25 frames for characters to land from the apex of a standard jump.">Adv. on Block</abbr>
! First Hit Juggle Decay
! First Hit Juggle Decay
! Base Juggle Decay
! Base Juggle Decay
! First Hit Airborne Juggle Decay
! <abbr title="Once the player currently in a combo reaches max Juggle Decay, the current gravity effect will be multiplied by this value - starting at 1 and getting progressively heavier as the value decreases.">JDG Multiplier</abbr>
! Base Airborne Juggle Decay
 
<noinclude>
==Usage==
Determines the columns to be used for Them's Fightin' Herds move lists.
[[Category:Them's Fightin' Herds]]
</noinclude>
 


<noinclude>
<noinclude>

Latest revision as of 12:53, 7 September 2023

! Version ! height="25px" |Base Damage ! Guard ! Properties ! Startup ! Active ! Recovery !   ! Hitstop ! Hitstun ! Adv. on Hit ! Blockstop ! Blockstun ! Adv. on Block ! First Hit Juggle Decay ! Base Juggle Decay ! JDG Multiplier


Usage

Determines the columns to be used for Them's Fightin' Herds move lists.



Usage

Determines the columns to be used for Them's Fightin' Herds move lists.