Template:AttackDataHeader(Jump-In)-KYANTA2: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
m (to prevent confusion)
m (badd)
 
Line 6: Line 6:
! {{Tooltip | text=Recovery| hovertext=Frames after the attack is active.}}
! {{Tooltip | text=Recovery| hovertext=Frames after the attack is active.}}
! {{Tooltip | text=Invuln| hovertext=Frames during the attack when the character is invulnerable to damage.}}
! {{Tooltip | text=Invuln| hovertext=Frames during the attack when the character is invulnerable to damage.}}
! {{Tooltip | text=Knockdown| hovertext=Indicates if the move knocks down the opponent on successful hit.}}
! {{Tooltip | text=Punishable| hovertext=Indicates if the jump-in is punishable post-landing/activity, as opposed to Adv. Frames. Not to be confused with if or not the move can be anti-air'd.}}
! {{Tooltip | text=Effect| hovertext=What effect the move has, check the 'Attack Effects' section on System Specifics to see the legend.}}
! {{Tooltip | text=Effect| hovertext=What effect the move has, check the 'Attack Effects' section on System Specifics to see the legend.}}
<noinclude>
<noinclude>

Latest revision as of 18:41, 20 November 2022

! height="25px" |Damage ! Guard ! Startup ! Active ! Recovery ! Invuln ! Effect

Usage

Determines the columns to be used for Ultra Fight Da! Kyanta 2 movelists, specifically jump-ins.