Template:AttackData-MB: Difference between revisions
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(Created template using Template:AttackData-KERRR as basis) |
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{{# | |- style="line-height:1em" | ||
|}} | {{#if: {{{version|}}} | ! style="min-width:70px; {{#if: {{{description|}}} | | border-bottom:solid 3px #aaa;}}" rowspan=4 {{!}} {{{version}}}{{#if: {{{subtitle|}}} | <br><small>{{{subtitle}}}</small> }} }} | ||
|- | ! colspan=2 | {{Tooltip | text=Damage | hovertext=Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.}} | ||
{{#if:{{{ | ! style="width:16.6%" | {{Tooltip | text=Red Damage | hovertext=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.}} | ||
| height=" | ! style="width:16.6%" | {{Tooltip | text=Proration | hovertext=The correction value set by this attack and the way it modifies the scaling during a string.
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.}} | ||
! style="width:16.6%" | {{Tooltip | text=Cancel | hovertext=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.}} | |||
! style="width:16.7%" | {{Tooltip | text=Guard | hovertext=The way this move must be blocked.
L = Can block crouching.
H = Can block standing.
A = Can block in the air.
U = Unblockable.}} | |||
|- | |||
| colspan=2 | {{#if:{{{damage|}}}|{{{damage|}}}|-}} | |||
| {{#if:{{{reddamage|}}}|{{{reddamage|}}}|-}} | |||
| {{#if:{{{proration|}}}|{{{proration|}}}|-}} | |||
| {{#if:{{{cancel|}}}|{{{cancel|}}}|-}} | |||
| {{#if:{{{guard|}}}|{{{guard|}}}|-}} | |||
|- style="line-height:1em" | |||
! style="width:16.6%" | {{Tooltip | text=First Active | hovertext=Amount of frames required for the move to become active, including the first one.}} | |||
! style="width:16.6%" | {{Tooltip | text=Active | hovertext=The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
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.}} | |||
! {{Tooltip | text=Recovery | hovertext=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.}} | |||
! {{Tooltip | text=Frame Adv | hovertext=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.}} | |||
! {{Tooltip | text=Circuit | hovertext=Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.}} | |||
! {{Tooltip | text=Invuln | hovertext=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.
Strike = Strike invincible.
Throw = Throw invincible.
Full = No hurtboxes are present
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.
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.}} | |||
|- {{#if: {{{description|}}} | | style="border-bottom:solid 3px #aaa" }} | |||
| {{#if:{{{startup|}}}|{{{startup|}}}|-}} | | {{#if:{{{startup|}}}|{{{startup|}}}|-}} | ||
| {{#if:{{{active|}}}|{{{active|}}}|-}} | | {{#if:{{{active|}}}|{{{active|}}}|-}} | ||
| {{#if:{{{recovery|}}}|{{{recovery|}}}|-}} | | {{#if:{{{recovery|}}}|{{{recovery|}}}|-}} | ||
| {{#if:{{{ | | {{#if:{{{frameAdv|}}}|{{{frameAdv|}}}|-}} | ||
| {{#if:{{{ | | {{#if:{{{circuit|}}}|{{{circuit|}}}|-}} | ||
| {{#if:{{{ | | {{#if:{{{invuln|}}}|{{{invuln|}}}|-}} | ||
|- | |- | ||
{{#if:{{{description|}}}| | {{#if: {{{description|}}} | {{!}} style="width:100%; border-top:solid 1px #aaa; text-align:left" colspan={{#if: {{{version|}}} | 7 | 6 }} {{!}} | ||
{{!}} {{#if:{{{version|}}}| | {{{description}}} }} | ||
{{{description | |||
{{!}}- }} | {{!}}- }} | ||
<noinclude> | <noinclude> | ||
==Usage== | ==Usage== | ||
Inlays into move data template for melty blood moves. | |||
[[Category:Melty Blood]] | [[Category:Melty Blood]] | ||
</noinclude> | </noinclude> |
Latest revision as of 06:14, 25 July 2022
|- style="line-height:1em"
! colspan=2 | Damage ! style="width:16.6%" | Red Damage ! style="width:16.6%" | Proration ! style="width:16.6%" | Cancel ! style="width:16.7%" | Guard |- | colspan=2 | - | - | - | - | - |- style="line-height:1em" ! style="width:16.6%" | First Active ! style="width:16.6%" | Active ! Recovery ! Frame Adv ! Circuit ! Invuln |- style="border-bottom:solid 3px #aaa" | - | - | - | - | - | - |-
|- }}
Usage
Inlays into move data template for melty blood moves.