Template:AttackDataHeader-SS2019

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! height="25px" |Damage ! Guard ! Startup ! Active ! Recovery ! Total ! Hit Adv ! Block Adv ! Guard Dmg ! Cancel ! Recoil ! Deflectable ! Unarmed

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 Reference

Use the Debug Menu (link in the Discord) to get the exact Frame Data.

General Guidlines

  • Attack Notations
    • Far Slash is never written out, as it's already implied (E.g. f.5C isn't written, instead just write as 5C).
    • Near Slash is always written out on their respective moves, and it's as "n.X".
    • Unarmed Attacks are written as u.X or if an Jumping Attack "ju.X".
    • S = ABC (Light/Medium/Heavy Slash)
    • X = ABCD (All Attack Buttons)
  • If an "Info Box" is not applicable to a move (E.g. Damage/Recoil/Etc on non-damaging attacks) then leave it empty.
  • If some information is currently unknown (E.g. Total Frames on a move) then write a question mark "?" as placeholder.
  • Rage Versions & Moves
    • For Rage version of moves, just write "Rage" and don't include the button version. Instead do it in the Move Description.
    • Write the actual damage that the move does while in Rage and not the "raw" damage without the x1.2 Damage Multiplier.
    • Do not write out "Rage Explosion" damage, as it's a general x1.4 Damage Multiplier and isn't worth having written out.

Frame Data Guidelines

  • Damage: List base damage dealt by the move. Multi-hit moves should list the "Total Damage" and have "Individual Hits" in parentheses "(Y*Z)".
    • Damage value is without scaling, meaning it's done against an opponent that takes 100% damage, such as Haohmaru. (For more information, see Damage Scaling Chart)
    • If the Individual Hits all have separate damage values, then you separate them with a comma ",". E.g: Darli's n.5C does 225 damage, split into 3 hits of: 150, 50, 25. Written as: 225 (150, 50, 25).
    • If the Individual Hits all have same damage values, then just add an asteriskts to denote Multiplication "*". E.g: 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, 10*6), and vice versa if 50 for the last hit and 10 for 6 hits on the first ones "110 (10*6, 50). If the move would only do 10 damage for 6 hits, then you simply just write 60 (10*6).


  • Guard: 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.
    • Throw: Throws/Command Grabs
    • Unblockable: Cannot be blocked. Very specific term only used in rare occassions. (Note: An attack only hitting airborne opponents doesn't mean it's an unblockable, even if they can't block it. If unsure if a move is a "true" unlockable, ask in the Discord)


  • 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".
    • Do not write a window of frames: e.g. 9~14. The startup frame is the earliest, so you would only write "9". The other frames are just Active Frames (see the section below).
    • If a move has several hits with different Startup Frames, then write both. E.g. Hibiki's n.5C has 13 and 35 on their respective hits, this would be written as "13, 35".
    • Weapon Flipping Technique (WFT) should have their startup written as "1+X" instead of the total. (Meaning: 1 Frame > Super Flash > Startup of Attack)
    • Super Special Moves (SSM) should have their startup written as "10+X" instead of the total. (Meaning: 10 Frames of Invulnerability > Startup of Attack)


  • 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) on whiff. If you're in the Air you write Recovery Frames as "X (Landing)".
    • Recovery can be calculated like this: Recovery = (Total - Startup) - Active + 1.
    • If Recovery is while landing after being airborne: Write "X (Landing)" to specify it's Landing Recovery rather than normal Recovery.


  • Total: The total frames the move has from start to finish (from first input > when actionable again).
    • This is calculated on whiff, as otherwise you will have to detract hitstun frames and that's more complicated.


  • Hit Adv: Frame Advantage on Hit (the amount of frames that you can move before/after the 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 Minus, write "-X".
    • If the move is Plus, write "+X".
    • If the move is 0, write "0".
    • 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).
    • "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".
    • If the move is Minus, write "-X".
    • If the move is Plus, write "+X".
    • If the move is 0, write "0".


  • Guard Dmg: Total Damage Dealt to Guard Meter. Multi-hit moves should list the "Total Guard Damage" and have "Individual Hits" in parentheses "( )".
    • If the move have Individual Hits then just add an asteriskts to denote Multiplication "*". E.g: Darli's 236S does 9 total guard damage and of that 9 damage it's split into 3 for 3 hits. This would be written as: 9 (3*3).
    • If the Individual Hits all have separate damage values, then you separate them with a comma ",". E.g. a move does 5 total Guard Damage, split into 3 on the first and 2 on the last, would be written "5 (3, 2).


  • 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.
    • If the cancel is on a specific hit on Multi-hitting moves, then specify which one is cancelable. E.g. Hibiki's n.5C is only cancelable on the 1st hit and not the 2nd hit. This would be written as "Yes (1st). And if vice versa "Yes (2nd)".


  • Recoil: If a move is blocked, they might have a "Recoil" animation. Fill with "Yes" if it has and "No" if it doesn't. If possible also add the Recoil Cancel Frame Advantage in parenthesis "( )".
    • 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.