User:Minimum Payne/sandbox: Difference between revisions

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(working on movedata template for mk11 using cvs2 as a template)
 
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  }}
  {{AttackData-CvS2
  {{AttackData-CvS2
  | header      = no
   | version    = Amplified
   | version    = MP
   | damage      = 80.00
  | subtitle    = {{Motion|623}} + {{Icon-Capcom|MP}}
   | cancel      = N/A
   | damage      = 700+1100
  | stun        = 7+11
   | cancel      = None
   | guard      = Mid
   | guard      = Mid
  | parry      = Mid
   | startup    = 13
   | startup    = 4
   | active      = 5
   | active      = [3/9]
   | recovery    = 36
   | recovery    = 48
   | Hit Adv    = 9
   | total      = 64
   | Blk Adv    = -4
   | advHit      = DWN
   | F/Blk Adv  = -4
   | advBlock    = -42
   | description = Defines Sub-Zero's general gameplan.
  | invul      = 7 full/ 9 lower
* '''KRUSHING BLOW''': "Triggers on the THIRD AMPLIFIED Slide to hit."
   | description = Best DP
** ''With Krushing Blow Held Check set to ON, this activates at the player's discretion after previously landing at least two successful amplified Slides.''
* This version has the highest amount of total invulnerability, so it's the best wakeup reversal and anti air. Make sure to hit the opponent deep to get both hits, otherwise you're missing out on damage compared to LP.
** ''An amped Slide is considered successful after the grab animation is activated. Throwing the opponent into an Arctic Trap counts as a successful amped Slide while the opponent using Breakaway to avoid the grab does not.''
}}
** ''Deals a total of 319.00 damage on its own.''
{{AttackData-CvS2
* Switches sides on hit.
  | header      = no
* Everyone playing Sub-Zero should aim to or threaten to trigger the Krushing Blow.
  | version     = HP
* End your combos with the amped version either to build up the KB or side switch your opponent into the corner. Outside of these cases, save your meter for your other specials.
  | subtitle    = {{Motion|623}} + {{Icon-Capcom|HP}}
* The threat of the KB will allow opponents to Breakaway either during the initial slide hit or the grab at the start of the amp. React accordingly.
  | damage      = 400+600+1000
  | stun        = 4+6+10
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = [2/2/5]
  | recovery    = 59
  | total      = 72
  | advHit      = DWN
  | advBlock    = -51
  | invul      = 6 full/ 7 lower
  | description = Most Damage DP
* This is the damage DP. Perfectly usable as anti air or reversals, but only when the opponent is point blank. Also the recovery is so bad, Iori loses okizeme opportunities by using it.  
  }}
  }}
}}
}}


AttackData-MK11
Template:AttackData-MK11


! height="25px" | Damage ! Cancel ! Guard ! Startup ! Active ! Recovery ! Cancel ! Hit Adv ! Blk Adv ! F/Blk Adv |-
! height="25px" | Damage ! Cancel ! Guard ! Startup ! Active ! Recovery ! Cancel ! Hit Adv ! Blk Adv ! F/Blk Adv ! KB |-


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| height="25px"| - | - | - | - | - | - | - | - | - | - | - | - |-

Revision as of 20:50, 15 April 2021

MK11 Movedata Template Workshop - Slide

Slide
B,F+3
Mk11-sub-slide.png
Base
Mk11-sub-slide-amp.png
Amplified
Mk11-sub-slide-kb.png
Krushing Blow
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Basic 70.00 - 22 Low - 11 14 30 - - - -

The best move in the game.

  • Advancing low hitting attack that excels at many things: whiff punishing, ending combos, low profiling, you name it.
  • That said, don't get too spam-happy with it since it's very punishable on block
  • On the other hand the animation on block can cause some of the faster high punishes to whiff so test your opponent to see if they know the right punisher for it.
  • Can meterlessly launch in the corner after B3,2 into a D1 > S2 spam > 1,2,4 KB among other things.
  • So good that equipping the Cold Shoulder ability is considered a nerf.
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Amplified 80.00 - N/A Mid - 13 5 36 - - - -

Defines Sub-Zero's general gameplan.

  • KRUSHING BLOW: "Triggers on the THIRD AMPLIFIED Slide to hit."
    • With Krushing Blow Held Check set to ON, this activates at the player's discretion after previously landing at least two successful amplified Slides.
    • An amped Slide is considered successful after the grab animation is activated. Throwing the opponent into an Arctic Trap counts as a successful amped Slide while the opponent using Breakaway to avoid the grab does not.
    • Deals a total of 319.00 damage on its own.
  • Switches sides on hit.
  • Everyone playing Sub-Zero should aim to or threaten to trigger the Krushing Blow.
  • End your combos with the amped version either to build up the KB or side switch your opponent into the corner. Outside of these cases, save your meter for your other specials.
  • The threat of the KB will allow opponents to Breakaway either during the initial slide hit or the grab at the start of the amp. React accordingly.

Template:AttackData-MK11

! height="25px" | Damage ! Cancel ! Guard ! Startup ! Active ! Recovery ! Cancel ! Hit Adv ! Blk Adv ! F/Blk Adv ! KB |-

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