User:Guruslum/To-Do

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EFZ

Specific

  • Akane 623* block adv
  • Akane 214/412~236* old projectile format, damage missing on 236C
  • Akane 236236* everything
  • Akane 214214* everything
  • Akane 641236* everything
  • Ikumi 214214* block adv
  • Kaori's dashes lack frame data. Also her backdash isn't listed as a move even though she can totally cancel into it like her forward dash, right? Mai also has no frame data on her dashes but at the moment she's the outlier for it? Personally I'm not opposed to adding dashes to movelists but for now I don't really care about Mai.
  • Kano 641236A hitbox
  • Makoto 214* hit interval? also frame advantage (would probably have to measure off of the last hit and maybe compare with blocking a full "wave")
  • Makoto 412* old projectile format and no active frames
  • SR Mio 214* individual hit active frames
  • SR Mio 236236* projectile data if you're feeling like a masochist?
  • LR Mio 412* block adv? could be dependent on character hurtboxes so not sure
  • LR Mio 236236* block adv is blank but it likely also depends on character
  • LR Mio 214214* active frames? this and 236236* are still old projectile format but I'm not really sure what data you could collect on their projectiles
  • Mio's combo section is pretty weird, could use a reformatting
  • Misuzu 421* max range startup and active. Probably would have to do some math because I have no idea how you would get the camera to track these.
  • Misuzu 41236B/C (no feather) old projectile format, I seriously only did A? I'll have to fix this very soon...
  • Misuzu 236236* incomplete frame data and old projectile format
  • Misuzu 214214* kind of already tells all the facts you need but.... nevermind I'll fix it myself
  • Misuzu 463214* "startup" not collected, by that I mean what frame Misuzu actually gets the feather should she be hit out of it
  • Misuzu 41236* (with feather) old projectile format
  • Misuzu FM specify that recovery is on whiff, gather recovery on hit too?
  • Neyu jam-restricted specials should have captions indicating what jam level they are unlocked at SUBTITLES BUT YEAH
  • Neyu page all over is in need of ※'s and subscripts on ※'s
  • Neyu 236* frame advantage, damage, better specification on number of 236C hits, also old projectile format but it's not too bad here, I feel like the ∞ symbol in active makes it much clearer
  • Neyu 623* low invuln in the property column on B version, C version block adv I reckon maybe blocking just the first hit could be measured? goes against my standard I guess but it seems more reasonable for this move, could always include a ※.
  • Neyu 214* no active and recovery, 214~B block adv?
  • Neyu 236236* old projectile format and no block adv
  • Neyu 214214* block adv, list delay between shots?
  • Neyu FM's first phase doesn't launch or knock down right? Could collect block adv on that. Could also get more formal i-frame range but I don't think I care too much
  • Nayuki 236* is formatted really fucking weirdly... it works though. What it doesn't work for is if you only block the first hit, then block adv isn't listed.
  • Nayuki 412* and 214* do not have frame data for the jumping versions. If they are the same they should be indicated as such..... oh god the values after the /'s in 412* startup are for the jumping versions aren't they... split that shit up!
  • Nayuki 214* recovery
  • Nayuki j214214* recovery, block adv
  • Nayuki 641236* should probably be split into Nayu and bunny rows so active and block adv can be written while making sense
  • Nayuki FM.... maybe you'd better not HOW ABOUT I DO BITCH!!!
  • Rumi 236* whiff vs hit recovery
  • Rumi 623* row(s) for thrown shinai? (if its identical to j623* say so) also the hitboxes are not labelled, also theres no hitbox for the thrown shinai, also no block adv on C version
  • Rumi 41236~236B needs to be checked in full frame step to see if theres still practically 5 frames to hit with P2 Rumi
  • Rumi 4123641236* B/C hitboxes and old projectile format
  • Shiori 236* old projectile format and no info on jumping frame data
  • Shiori 623C hitbox?

Non-Specific

  • SUBFRAMES.
  • Add 0.33 to super startup across the board and indicate superflash with iframes. Since writing this I've found that the "extra subframe" was a myth. Oops. Superflash iframe could still be worth writing down although I don't consider it a high priority.
  • Fix some "0 startup" moves to actually tell the truth. "0 active" moves should use "/" instead. I personally like 0 recovery but I'm just one person. 0 startup is valid in some scenarios.
  • Standardize projectile frame data to have separate data rows for projectiles and the character (the projectiles would have no "recovery" unless they have a cooldown or something but include a ※ then, character's "startup" would be when the projectile spawns). Ideally multihits would be split up too but I think it would be excessive to "standardize". As long as it covers Min~Max frame advantage and says how much damage each individual hit does I would say it is adequately thorough. Row naming scheme also inconsistent but shouldn't be a high priority.
  • Standardize "/" for "not applicable" and "-" for "uncollected". Don't write "-" though, just leave the cell blank and it will fill like that.
  • Beyond low priority but math operators (mostly used for multihit stuff) are written inconsistently, with x, X, and * all being used for multiplication, as well as some being written with spaces (1 + 1) and others not (1+1). For addition, sometimes damage for additional hits are seperated with commas, where +'s are the standard (honestly might have fixed this already?). Could be confusing since some moves have multiple versions condensed into one row with commas separating data for different versions' damages.
  • Try to move non-version specific, "general" move descriptions to the data= field. Also please fix moves with descriptions for all versions shoved into the A or C versions.
  • Remove the ― characters in Akane cells and replace them with the standard /'s or auto -'s (blank). ?? This is very fucking specific. Dumbass.
  • Fix instances where "~" should be used instead of "-".
  • Remove old links to character "Move Data" pages unless they somehow still have data not present on the main page yet. Even in that case, transfer the data over and remove the link. DONE
  • Standardize use of the Frame Data Help template across character pages. Currently very inconsistent and I'm unsure of whether to list at both the start of Normals and Specials or just at the start of Normals as the old The notation for the move lists can be found under Controls (which is included in the template btw so delete these when you see them) has been shown to be pasted in both. Probably similar story with Notation Help in combo sections? REMOVED UNNECESSARY CONTROLS LINKS
  • Akane and Misaki seem to have the most outdated frame data in my memory (as of December 12th, 2022), probably the first ones who should have frame data verified.
  • Michiru (Minagi) most definitely needs to be re-checked with subframes for things like her 236* active since it involves her landing.
  • List FIC windows in description if you wanna be a saint.
  • Could elaborate on what startup means for moves where startup and recovery are listed with "/" for active (like when startup is used to indicate when a projectile spawns).
  • Youtube links can be embedded nicer with <div class="mw-collapsible mw-collapsed" data-expandtext="show reference video" data-collapsetext="hide reference video">{{#ev:youtube|PUT VIDEO ID HERE}}</div>, if you need to use a timestamp, they can be embedded with <div class="mw-collapsible mw-collapsed" data-expandtext="show video example" data-collapsetext="hide video example">{{#ev:youtube|PUT VIDEO ID HERE|||||start=PUT NUMBER OF SECONDS HERE}}</div>. MEDIAWIKI BROKE THIS SHIT GOD DAMN IT Well turns out putting it in an unordered list works but I already changed everything to a totally different format made for us by Shiburizu (thanks). Personally I would like to go back to the old format with this knowledge but it's a fair bit of work and unnecessary at this point. :/
  • Subframe toggles can be written without line-breaking in a cell like this: <div style="display:inline-block;"> {{EFZ-SF|FULL FRAMES|SUB FRAMES}} </div>. SUBFRAME TOGGLES ARE NO LONGER TO BE USED
  • Make code better by using " " characters to space apart move data from move template instead of no spaces, one space, or god forbid a shit load of spaces to LOOK like the " " character was used okay oh my god actually who cares you don't even SEE the difference stop fucking writing nerd Yeah, still nerdy.