Template:OmegaSFIVTooltips: Difference between revisions

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  | 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.<!--
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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=
  | 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}}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}}KD means the attack knocks down if it hits.<!--
-->{{#var:linebreak}}KD means the attack knocks down if it hits.<!--
-->{{#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.

Latest revision as of 04:00, 21 March 2022

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