Template:AttackData-MB/Infobox
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Frame Data Help | |
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Header | Tooltip |
Damage | Base damage done by this attack. (X) denotes combined and scaled damage done against standing C-V. Sion. |
Red Damage | Base damage done to the recoverable red health bar by this attack. (Numbers are scaled and based against standing C-V. Sion.) (x) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
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Circuit | Meter gained by this attack on hit. (X%) denotes combined and scaled meter gain. -X% denotes a meter cost. |
Cancel | Actions this move can be cancelled into. SE = Self cancelable N = Normal cancelable SP = Special Cancellable CH = Cancelable into the next part of the same attack (Chain in case of specials) EX = EX Cancelable J = Jump Cancelable (X) = Hit cancelable only -X- = Hit or Whiff cancelable |
Guard | The way this move must be blocked. H = Can block standing. L = Can block crouching A = Can block in the air. U = Unblockable. |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. |
Invul | The frames in which a character either lacks an hurtbox on a specific part of their body, or cannot by hit by certain types of attacks. X y~z denotes X type of invincibility happening between the y to z frames of the animations, no frame specific notation means the invincibility lasts through the entire move. Full = Fully invincible Strike = Strike invincible Throw = Throw Invicible High = Upper body part invincible Low = Lower body part invincible |