Template:AttackData-UNI
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This documentation is automatically transcluded from Template:AttackData-UNI/Documentation and is not included when this page is transcluded.
Template DocumentationEdit This Documentation
Usage
Displays UNI attack frame data in a table format. To be used exclusively with Template:MoveData.
Use preformatted text in Template:Property-UNI where possible.
Refer to Template:AttackData-UNI/Infobox for help.
Blank Template
=====<font style="visibility:hidden; float:right"></font>===== {{MoveData |name = |subtitle= |input = |image = |caption = |linkname= |data = {{AttackData-UNI |version = |subtitle = |damage = |mindamage = |guard = |cancel = |property = |cost = |attribute = <!------------> |startup = |active = |recovery = |landing = |overall = |frameAdv = |invul = |description= }} }}
MoveData Parameters
See Template:MoveData for full details of these parameters.
- name: Name of the move. Leave blank for moves that don't have a name, like normals as it will automatically used the move input instead.
- subtitle: Move name in original Japanese.
- input: Move input.
- image: Image to be used for the move.
- caption: Text under the image.
- linkname: Text that matches the invisible heading, which allows people to link to the move easier.
AttackData-UNI Parameters
- damage: Damage this attack does
- mindamage: Minimum damage (Optional and used mostly for EX enders)
- guard: The way the move must be guarded. (See Template:Property-UNI)
- cancel: Cancellable Actions. (See Template:Property-UNI)
- property: Action properties. (See Template:Property-UNI)
- cost: Meter and resource cost. (See Template:Property-UNI)
- attribute: Attributes, which are mostly used for invul. (See Template:Property-UNI)
- startup: Startup frames.
- active: Active frames.
- recovery: Recovery frames.
- landing: Recovery upon landing (Not used for most grounded moves).
- overall: Overall frames.
- frameAdv: Frame Advantage.
- invul: Invincibility (use invul2, invul3... invul5 for additional lines). (See Template:Property-UNI)
- description: Description of the move. Try to use a bullet format where possible.
Optional Parameters
- version: Version of the move by input or situation.
- subtitle: Short description of the move version.
Child Templates
These templates are preformatted for data that is universal between all characters. They already include Template:MoveData so they can be used as stand alone.
Example
Moon Gyre
Source
=====<font style="visibility:hidden; float:right">Moon Gyre</font>===== {{MoveData |name =Moon Gyre |subtitle=月輪 |input =623X |image =UNI_Linne_623X.png |caption = |linkname=Moon_Gyre |data = {{AttackData-UNI |version =623A |subtitle =2-Hit |damage =1369 |mindamage = |guard ={{Property-UNI|Mid}} |cancel ={{Property-UNI|EX|whiff}}, {{Property-UNI|CS|whiff}} |property ={{Property-UNI|Launch}} |cost = |attribute ={{Property-UNI|Strike}} <!------------> |startup =5 |active =2, (2), 4 |recovery =29 |landing = |overall =41 |frameAdv =-15 |invul =5~12 {{Property-UNI|Dive}} |invul2 =8~12 {{Property-UNI|Head}} |description= }} {{AttackData-UNI |version =623B |subtitle =Invincible |damage =1568 |mindamage = |guard ={{Property-UNI|Mid}} |cancel ={{Property-UNI|CS|hitonly}} |property ={{Property-UNI|Launch}} |cost = |attribute ={{Property-UNI|Strike}} <!------------> |startup =6 |active =11, (13), 1 |recovery =38 |landing = |overall =68 |frameAdv =-36 |invul =1~14 {{Property-UNI|Full}} |invul2 =15~16 {{Property-UNI|Head}}/{{Property-UNI|Dive}} |description= }} {{AttackData-UNI |version =623C |subtitle =EX |damage =1826 |mindamage = |guard ={{Property-UNI|Mid}} |cancel ={{Property-UNI|CS|hitonly}} |property ={{Property-UNI|Launch}} |cost =100 {{Property-UNI|exs}} |attribute ={{Property-UNI|Strike}} <!------------> |startup =1+4 |active =9, (12), 5, (17), 9 |recovery =49 |landing = |overall =105 |frameAdv =-76 |invul =1~6 {{Property-UNI|Full}} |invul2 =7~13 {{Property-UNI|Strike}} |description=Linne does a rising slash. *A version rises a short distance hitting up to 2 times. **Can be used as a risky anti-air. **Can combo without resources if only the second hit connects as a air counter hit. **If CS or EX cancelled within the first 5 frames, Linne stays grounded. **Has little utility on it's own, but can be used in a lot of gimmicks with resources. *B version rises with an addition slash hitting up to 6 times. **Being full invul makes it a good tool to keep in mind after using CS. **On hit, it's possible to CS after the 5th hit to perform a full combo. *C version rises with yet another slash hitting up to 10 times. **Faster startup and launches much higher. **There's little reason to use this over the B version, other than to get the extra damage or run the clock. }} }}
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