Template:AttackDataHeader-RushRev
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! Type ! Hits | ! StartUp ! Active ! Lag ! Total ! Landlag ! Whifflag ! FrameAdv ! Iasa ! Iframes ! Armor | ! Damage ! Angle ! Knockback ! Shieldlag ! Hitstun ! Scaling ! Paralyzer ! BonusStun ! SoulKill | ! Description2
Usage
- Type: If hitbox is a sweetspot/sourspot, a clean/late hit or Single Hit/Multi Hit/Finisher.
- Hits: Amount of Hits in an Attack
- Version: A way for editors and players to know if the move's frame data is up to date.
- Start Up: Frame at which the Hitbox comes out.
- Active: Duration at which the Hitbox remains active.
- End Lag: a move's general ending Lag.
- Total: a move's Total Duration from start to finish.
- Land Lag: a move's Landing Lag.
- Frame Adv:
- IASA: Frame at which the move can be "Interrupted as soon as" into any other specific move.
- iFrames: Frame duration for a move's invincibility state if any.
- Armor: Frame duration for a move's Super Armor state if any.
- Damage: the damage dealt by an attack to an opponent's HP.
- Angle: Trajectory at which the opponent is launched at.
- Knockback: Base Knockback dealt regardless of the opponent's HP Color Band.
- Hitlag: Amount of unactionable frames given to both players when an attack connects. Also known as "Hit stop".
- Hitstun: Amount of unactionable frames given to the opponent during launch after being hit.
- Scaling: Amount of staling applied to a move due to repeated used of it in a combo.
- Paralyzer: Additional Hitlag applied only to the opponent.
- Bonus Stun: Hitstun Multiplier that takes the opponent's HP Color Band into account.
- Soul Kill: whether an attack will kill or not when at "Soul points" state.
- Description2: Another Description slot for multi hitbox spots.