Template:FrameDataLegend-EFZ: Difference between revisions
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! colspan="2" | Frame Data Help | ! colspan="2" | Frame Data Help | ||
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| colspan="2" |The notation for the move lists can be found under [[Eternal Fighter Zero/Controls|Controls]]. | | colspan="2" | The notation for the move lists can be found under [[Eternal Fighter Zero/Controls|Controls]]. | ||
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| colspan="2" | Cells filled with a "-" indicate a placeholder for values yet to be found. Cells filled by a "/" indicate a non-applicable field. | |||
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| colspan="2" | Moves affected by [[Eternal_Fighter_Zero/Advanced_Mechanics#Subframes|subframes]] will have a toggle for showing full frames (subframe count rounded up to the next full frame) and subframes.</br> | | colspan="2" | Moves affected by [[Eternal_Fighter_Zero/Advanced_Mechanics#Subframes|subframes]] will have a toggle for showing full frames (subframe count rounded up to the next full frame) and subframes.</br> |
Revision as of 09:23, 16 February 2022
Frame Data Help | |
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The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder for values yet to be found. Cells filled by a "/" indicate a non-applicable field. | |
Moves affected by subframes will have a toggle for showing full frames (subframe count rounded up to the next full frame) and subframes. Example: Full Frames (Blue) | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |