Template:AttackDataHeader2-TFH: Difference between revisions

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! Recovery
! Recovery
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!  
! <abbr title="The amount of frames the affected player's state is effectively frozen after a move connects, but before their hitstun or blockstun technically begins ticking. Note that this doesn't usually matter in terms of frame advantage, as hitstop affects both attacker and defender equally - however, in the case of projectiles or puppet attacks, the user is not affected by hitstop and thus gains extra frames of advantage from it as well.">Hitstop</abbr>
! <abbr title="The amount of frames the affected player's state is effectively frozen after a move connects, but before their hitstun technically begins ticking. Note that this doesn't usually matter in terms of frame advantage, as stop affects both attacker and defender equally - however, in the case of projectiles or puppet attacks, the user is not affected by stop and thus gains extra frames of advantage from it as well.">Hitstop</abbr>
! <abbr title="Italics indicate the hitstun of a projectile or puppet attack that recovers independently of the user.">Hitstun</abbr>
! <abbr title="Italics indicate the hitstun of a projectile or puppet attack that recovers independently of the user.">Hitstun</abbr>
! <abbr title="For opponents hit in the air, this is the amount of frames before they are able to perform an air tech recovery. If there is no frame number listed, it is assumed they will always hit the ground before they are able to recover.">Adv. on Hit</abbr>
! <abbr title="For opponents hit in the air, this is the amount of frames before they are able to perform an air tech recovery. If there is no frame number listed, it is assumed they will always hit the ground before they are able to recover.">Adv. on Hit</abbr>
! <abbr title="The amount of frames the affected player's state is effectively frozen after a move connects, but before their blockstun technically begins ticking. Note that this doesn't usually matter in terms of frame advantage, as stop affects both attacker and defender equally - however, in the case of projectiles or puppet attacks, the user is not affected by stop and thus gains extra frames of advantage from it as well.">Blockstop</abbr>
! <abbr title="Italics indicate the blockstun of a projectile or puppet attack that recovers independently of the user.">Blockstun</abbr>
! <abbr title="Italics indicate the blockstun of a projectile or puppet attack that recovers independently of the user.">Blockstun</abbr>
! <abbr title="Airborne opponents may recover earlier than these values suggest if they land cancel the remaining blockstun.">Adv. on Block</abbr>
! <abbr title="Airborne opponents may recover earlier than these values suggest if they land cancel the remaining blockstun.">Adv. on Block</abbr>

Revision as of 08:57, 7 September 2023

! Version ! height="25px" |Base Damage ! Guard ! Properties ! Startup ! Active ! Recovery !   ! Hitstop ! Hitstun ! Adv. on Hit ! Blockstop ! Blockstun ! Adv. on Block ! First Hit Juggle Decay ! Base Juggle Decay ! JDG Multiplier


Usage

Determines the columns to be used for Them's Fightin' Herds move lists.



Usage

Determines the columns to be used for Them's Fightin' Herds move lists.