Template:AttackData-JCFoF/Tooltips: Difference between revisions

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-->{{#var:linebreak}}-Example: 4*5x3*8 = 4 damage + 5 damage (3 hits) + 8 damage<!--
-->{{#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.
-->{{#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: 4*5x3*8 = 4 stun + 5 stun (3 hits) + 8 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: 4*5x3*8 = 4 KD dmg + 5 KD dmg (3 hits) + 8 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=

Revision as of 12:19, 15 January 2022

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Template:AttackData-JCFoF/Tooltips/Documentation

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