Template:AttackData-UNI/Documentation

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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
Moon Gyre
月輪
623X
UNI Linne 623X.png
623A
2-Hit
Damage Guard Cancel Property Cost Attribute
1369 Mid -EX-, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
5 2, (2), 4 29 41 -15 5~12 Dive,
8~12 Head
623B
Invincible
Damage Guard Cancel Property Cost Attribute
1568 Mid (CS) Launch - Strike
Startup Active Recovery Overall Advantage Invul
6 11, (13), 1 38 68 -36 1~14 Full,
15~16 Head/Dive
623C
EX
Damage Guard Cancel Property Cost Attribute
1826 Mid (CS) Launch 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+4 9, (12), 5, (17), 9 49 105 -76 1~6 Full,
7~13 Strike

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.
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.
 }}
}}