Template:AttackData-JCFoF/Tooltips: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 18: Line 18:


  | 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. 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.<!--
-->{{#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}}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.


  | 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}}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.


  | recovery=
  | recovery=
The number of frames in which a character cannot act after startup and recovery have passed.<!--
The number of frames in which a character cannot act after startup and recovery 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}}KD means the attack knocks down if it hits.


  | 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. 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}} Throws cannot be blocked, so the column is left empty in this case.
-->{{#var:linebreak}}Throws cannot be blocked, so the column is left empty in this case.


  | attribute=
  | attribute=
Various properties that an attack may have.<!--
Various properties that an attack may have.<!--
-->{{#var:linebreak}} OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage<!--
-->{{#var:linebreak}}OTG = Off The Ground; Attack will connect vs. a knocked down opponent for 25% of its usual damage<!--
-->{{#var:linebreak}} Rapid Fire = 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}} 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}}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}} KD0 = Knockdown Timer set to 0 (opponent will be knocked down and immediately stand up)<!--
-->{{#var:linebreak}}KD0 = Knockdown Timer set to 0 (opponent will be knocked down and immediately stand up)<!--
-->{{#var:linebreak}} Spike = Air normal with KD0 property; opponent will be slammed to the ground and quickly rise<!--
-->{{#var:linebreak}}Spike = Air normal with KD0 property; opponent will be slammed to the ground and quickly rise<!--
-->{{#var:linebreak}} Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)<!--
-->{{#var:linebreak}}Squish = Move has a visual effect that flattens and stretches the opponent (no known gameplay effect)<!--
-->{{#var:linebreak}} Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent<!--
-->{{#var:linebreak}}Crossup = Attack must be blocked in the opposite direction if it connects behind the opponent<!--
-->{{#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}}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}} Invincible = Attack has no hurtbox and cannot be interrupted during these invincibility frames<!--
-->{{#var:linebreak}}Invincible = Attack has no hurtbox and cannot be interrupted during these invincibility frames<!--
-->{{#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}}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}} No-Cancel = Normal attack that cannot be chained into another normal
-->{{#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>

Revision as of 22:18, 29 May 2021

Template DocumentationEdit This Documentation
Template:AttackData-JCFoF/Tooltips/Documentation

This documentation is automatically transcluded from Template:AttackData-JCFoF/Tooltips/Documentation and is not included when this page is transcluded.