Template:OmegaSFIVTooltips: Difference between revisions

Template page
(Created page with "{{#ifeq: {{{hovertext|yes}}} | yes<!-- Then-->| {{#vardefine:linebreak| }}<!-- Else-->| {{#vardefine:linebreak|<br>}}<!-- -->}}<includeonly>{{#switch:{{{1}}} | startup=...")
 
No edit summary
Line 4: Line 4:
-->}}<includeonly>{{#switch:{{{1}}}
-->}}<includeonly>{{#switch:{{{1}}}


  | startup=
  | Startup=
The number of frames it takes for a move to become active.<!--
The number of frames it takes for a move to become active.<!--
-->{{#var:linebreak}}If this value is lower than the opponent's Hit Adv or Block Adv, it can be used to punish that move if it is in range.<!--
-->{{#var:linebreak}}If this value is lower than the opponent's Hit Adv or Block Adv, it can be used to punish that move if it is in range.<!--
-->{{#var:linebreak}}If a second value is listed in (parentheses), the move hits later during its active frames (i.e. a 2-hit overhead where the first hit whiffs vs. crouching).
-->{{#var:linebreak}}If a second value is listed in (parentheses), the move hits later during its active frames (i.e. a 2-hit overhead where the first hit whiffs vs. crouching).


  | active=
  | Active=
The number of frames that an attack's hitbox remains active. The first active frame overlaps with the final startup frame.<!--
The number of frames that an attack's hitbox remains active. The first active frame overlaps with the final startup frame.<!--
-->{{#var:linebreak}}Multi-hit attacks are separated by an asterisk (*) if there is no gap between hits, or by (n) if there is an n-frame gap.<!--
-->{{#var:linebreak}}Multi-hit attacks are separated by an asterisk (*) if there is no gap between hits, or by (n) if there is an n-frame gap.<!--
Line 15: Line 15:
-->{{#var:linebreak}}Attacks with more active frames are more effective as pokes and anti-airs.
-->{{#var:linebreak}}Attacks with more active frames are more effective as pokes and anti-airs.


  | recovery=
  | Recovery=
The number of frames that a character cannot act after startup and active frames have passed.<!--
The number of frames that a character cannot act after startup and active frames have passed.<!--
-->{{#var:linebreak}}For airborne attacks, recovery may be listed as 'X + Y land', where X+Y is the total recovery and Y is the number of grounded recovery frames.
-->{{#var:linebreak}}For airborne attacks, recovery may be listed as 'X + Y land', where X+Y is the total recovery and Y is the number of grounded recovery frames.
Line 31: Line 31:
  | HitAdv=
  | HitAdv=
The frame advantage of an attack on hit. 0 means the attacker and defender recover at the same time.<!--
The frame advantage of an attack on hit. 0 means the attacker and defender recover at the same time.<!--
-->{{#var:linebreak}}A positive number means the attacker recovers before the defender.<!--
-->{{#var:linebreak}}A positive number means the attacker recovers before the defender, and a negative number means the defender recovers before the attacker.<!--
-->{{#var:linebreak}}A negative number means the defender recovers before the attacker, and the attack may be punishable.<!--
-->{{#var:linebreak}}-Example: A move listed as '-6 on Hit' may be punished by a move with '6f Startup', if it is in range.<!--
-->{{#var:linebreak}}-Example: A move listed as '-6 on Hit' may be punished by a move with '6f Startup', if it is in range.<!--
-->{{#var:linebreak}}KD means the attack knocks down if it hits.<!--
-->{{#var:linebreak}}KD means the attack knocks down if it hits. If "KD Adv" is listed in the Notes, this refers to the number of frames the attacker can move before the opponent wakes up.<!--
-->{{#var:linebreak}}If "KD Adv" is listed in the Notes, this refers to the number of frames the attacker can move before the opponent wakes up.<!--
-->{{#var:linebreak}}If a move has variable frame advantage based on spacing, the entire range of possible frame advantages may be listed<!--
-->{{#var:linebreak}}If a move has variable frame advantage based on spacing, the entire range of possible frame advantages may be listed<!--
-->{{#var:linebreak}}-Example: A move with '-5(3)' advantage on hit can be anywhere from -5 to +3 depending on which active frame hits the opponent.
-->{{#var:linebreak}}-Example: A move with '-5(3)' advantage on hit can be anywhere from -5 to +3 depending on which active frame hits the opponent.

Revision as of 03:58, 21 March 2022

Template DocumentationEdit This Documentation
Template:OmegaSFIVTooltips/Documentation

This documentation is automatically transcluded from Template:OmegaSFIVTooltips/Documentation and is not included when this page is transcluded.