Template:AttackDataHeader-SS2019

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Revision as of 11:29, 26 January 2023 by Nordanix (talk | contribs) (→‎Usage: Further clarifications of how to edit frame data.)
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! height="25px" |Damage ! Guard ! Startup ! Active ! Recovery ! Total ! Hit Adv ! Block Adv ! Guard Dmg ! Cancel ! Recoil ! Deflectable ! Unarmed

Frame Data Referrence

  • Use the Official 2.40 Frame Data Document from SNK (the Developers) themselves! This has all the latest information you need to help fill up missing information. (Do note that it is possible that it might be innacurate, at least damage on rare occasions. So if possible, do try to test it to make sure first before editing!)

Usage

Everything you need to know about how to enter Frame Data and various information will be listed here. If anything is unclear, please do ask in the Discord before doing any chances you're unsure of!

Frame Data

  • Damage: List damage dealt by the move. Multi-hit moves should list the "Total Damage" and have "Individual Hits" in brackets "[ ]".
    • Example: Darli's 5B does 110 total damage, and of that 110 damage it's split into 50 for the first hit, then 10 for 6 hits. This would be written as: 110 [50, 10x6]
  • 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 (when you input the attack) and Hitbox Appearance (earliest moment that the attack can hit an opponent).
    • Write the Numeric Values for these, meaning: "9" and not "Nine" or "9f".
  • Active: Frames during which the Hitbox of the move is persistent. This means that it can hit the opponent during various different frames.
    • Note: Not all moves have this property, so leave it empty if this does not apply to a move.
  • Recovery: Frames between Hitbox Disappearance (the attack can no longer hit an opponent) and returning to neutral (being actionable). If you're in the Air you write Recovery Frames with brackets "[ ]".
    • If you do an Air Attack, the Recovery Frames will vary depending on the height they was performed at, so for those cases we write the frames in brackets, as that indicates it's specifically "Landing Recovery".
    • Since this game currently have no way of seing Hurtboxes, it's very tricky to figure this out, so just leave this box empty if you don't know the frames.
  • Hit Adv: Frame Advantage on Hit (the time it takes until you are actionable again compared to your opponent).
    • "Hit Advantage" is calculated based on who is actionable first after your move connects, you or the opponent. If you're actionable 2 frames earlier than the opponent, you would be "+2" and if vice versa "-2".
    • If the move is "0" on hit, write "±0" instead.
    • If the move causes "Knockdown" then write "KD (+X)", the "X" being how plus you are. Some cases this is not applicable, so it's also fine to just write "KD" if you don't know the frames.
    • 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(the time it takes until you are actionable again compared to your opponent).
    • If the move is "0" on block, write "±0" instead.
    • "Block Advantage" is calculated based on who is actionable first after your is blocked, you or the opponent. If you're actionable 2 frames earlier than the opponent, you would be "+2" and if vice versa "-2".
  • Guard Dmg: Total Damage Dealt to Guard Meter.
    • This is invisible to the player, so it's hard to know without handy Frame Data documents. But thankfully we have official ones from developers, so no worries.
  • Cancel: List Frame Cancel Window of the move (example from Samsho 5 Special Wiki) if possible, otherwise write "Yes" or "No" in absence of accurate frame data.
    • Regardless if whiff or on hit, all these counts as cancels and would be written as: "Yes". Otherwise "No" if no cancel is possible.
  • Recoil: If a move is blocked, they might have a "Recoil" animation. Fill with "Yes" if it has and "No" if it doesn't.
    • Yes = Recoil Animation / Recoil Cancel is possible
    • No = No Recoil Animation
    • By having a "Recoil" animation when blocked also means it's possible to "Recoil Cancel" with another mean.
  • Deflectable: List whether move is Deflectable (236A+B).
    • Yes = Deflactable
    • No = Not Deflectable
    • Disarm = You are disarmed in the process.
  • Unarmed: Whether a move is usable when Unarmed (no weapon).
    • Yes = Move is usable both Armed and Unarmed.
    • No = Move is unusable while Unarmed.
    • Only = Move is only usable while Unarmed.

Writing Texts & Descriptions

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