Template:AttackDataHeader-SS2019

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Revision as of 11:44, 25 January 2023 by Nordanix (talk | contribs) (→‎Usage)
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! height="25px" |Damage ! Guard ! Startup ! Active ! Recovery ! Total ! Hit Adv ! Block Adv ! Guard Dmg ! Cancel ! Recoil ! Deflectable ! Unarmed

Usage

  • Damage: List damage dealt by a move, multi-hit moves should list the total damage and have individual hits in brackets (e.g.: Darli's 5B)
  • Guard: Describe how the attack has to be guarded:
    • Low: Must hold 1 (down-back) to block
    • Mid: Must hold 1 or 4 (down-back or back) to block
    • High: Must hold 4 (back) to block
    • Unblockable: self-explanatory
  • Startup: Frames between attack activation and hitbox appearance (e.g.: write numeric value "9" not "nine" or "9f")
  • Active: Frames during which hitbox is persistent.
  • Recovery: Frames between hitbox disappearance and return to neutral.
    • Add brackets around the frame data "[X]" if recovering while landing.
  • Hit Adv: Frame advantage on hit
    • Add brackets around frame data "[X]" to indicate vs Unarmed Opponents (this is not a substitute for normal frame data, but an additional one that is written next to it, e.g: "-1" [-2]").
  • Block Adv: Frame advantage on block
  • Guard Dmg: Total damage dealt to guard meter
  • Cancel: List frame cancel window of move (example from 5sp wiki), "Yes" or "No" placeholders are ok in absence of accurate frame data
  • Recoil: Fill with "Yes" or "No", if yes then it's able to recoil cancel.
  • Deflectable: Fill with "Yes", "No", or "Disarm" in case of Heavy versions of special moves
  • Unarmed: Fill with "Yes", "No", or "Only" in case of move only being available while disarmed (e.g.: Darli's Point Break)
    • Yes = Move is usable both Armed and Unarmed.
    • No = Move is unusable while Unarmed.
    • Only = Move is only usable while Unarmed.