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| | | 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= | ||
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.<!-- | ||
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-->{{#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= | ||
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. | ||
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| 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}}KD means the attack knocks down if it hits.<!-- | -->{{#var:linebreak}}KD means the attack knocks down if it hits.<!-- | ||
-->{{#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. |
Latest revision as of 04:00, 21 March 2022
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