Template:FrameDataKey-SFV: Difference between revisions

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(updated Attack notation to match FAT.)
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<includeonly>
{| class="mw-collapsible wikitable mw-collapsed"
{| class="mw-collapsible wikitable mw-collapsed"
! colspan="2" | SFV Frame Data Glossary
! colspan="2" | SFV Frame Data Glossary
|-
|-
!Active
!Active
|These are the frames of animation after startup and before recovery. Generally, this correlates with your limbs being stretched out. When a move is active, it is capable of hitting (and damaging!) the opponent. Before and after a move is active, it is completely harmless.
|How many frames a move remains active (can hurt opponents) for.
|-
|-
!Attack
!Attack
|Attack level is L for low attacks (must be blocked low/crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked high/standing). This notation is from FAT.
|Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).
|-
|-
!Cancels
!Cancels
|Available cancel options.
|Available cancel options.
*"ch": Chain cancel, refer to description.
*"ch": Chain cancel, refer to description for options.
*"sp": Special move.
*"sp": Special move.
*"su": Critical art.
*"su": Critical art.
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!Confirm
!Confirm
|Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
*Refers to the amount of time you have to cancel into another move.
*Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
|-
|-
!Crush
!Crush
|Crush Counter advantage written as opponent state/advantage/v-gauge gain on hit.
|Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.
* Note that generally, normal counter hits add an additional +2 advantage to hit advantage in SFV.
|-
|-
!Damage
!Damage
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|-
|-
!Hit/Block
!Hit/Block
|These are measurements to determine how much advantage you have over your opponent once the move ends. If the number is positive, then your move will end before they can react again. If the number is negative, they will be able to start before you and maybe even punish your move. KD refers to knockdown on hit.
|These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
* Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
|-
|-
!Knockdown
!Knockdown
|Knockdown advantage written as neutral/quick rise/back rise after hit.
|Knockdown advantage against Normal, Quick Rise and Back Rise [[Street Fighter V/Defense#Wake Up Options|wake up options]].
|-
|-
!Recovery
!Recovery
|How many frames it takes for a move to completely finish it's animation after the active frames have happened. Once these recovery frames are finished, the player is free to move around and attack again.
|How many frames it takes for a move to finish after it's been active.
|-
|-
!Startup
!Startup
|These are the frames of move animation before the attack becomes "active" i.e. can hurt the opponent. Startup frames are harmless and can not hurt the opponent. If you are hit during these frames, your move animation will stop, and you will be put into a counter hit state.
|How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
*Not the same as impact frame, where impact is the first active frame or startup+1. ''Note that impact frame notation should NOT be used for frame data in the SFV Wiki.''
|-
|-
!Stun
!Stun
|Stun value on hit.
|Amount of stun added to the opponent's stun bar on hit.
|}</includeonly> [[Category:Street Fighter V]]
|}[[Category:Street Fighter V]]

Revision as of 16:02, 25 May 2021

SFV Frame Data Glossary
Active How many frames a move remains active (can hurt opponents) for.
Attack Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).
Cancels Available cancel options.
  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
  • Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
Crush Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.
Damage Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.
Hit/Block These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.
Recovery How many frames it takes for a move to finish after it's been active.
Startup How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
Stun Amount of stun added to the opponent's stun bar on hit.