Template:AttackData-SSF2T: Difference between revisions

Template page
(apparently every attack has the same frame advantage on block and hit so I'm editing this to avoid redundancy)
No edit summary
 
(32 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{#ifeq:{{{header|yes}}}|yes|<!--
|- style="line-height:1em"
-->{{#if:{{{version|}}}|! Version }}
{{#if: {{{version|}}} | ! style="min-width:70px;" rowspan=4 {{!}} {{{version}}}{{#if: {{{subtitle|}}} | <br><small>{{{subtitle}}}</small> }} }}
! height="25px" {{!}} Damage
! style="width:13.3%" | {{Tooltip | text=Damage  | hovertext=Base damage done by this attack, and the random damage modifier.&#010;(X)[Y].}}
! Dizzy
! style="width:13.4%" | {{Tooltip | text=Dizzy | hovertext = The amount of dizzy damage a move does.}}
! Cancel
! style="width:13.3%" | {{Tooltip | text=Dizzy Time | hovertext = The amount of frames added to the Dizzy Timer a move does.}}
! Guard
! style="width:13.4%" | {{Tooltip | text=Cancel | hovertext = Chain = Can Chain Combo or create a Chain Cancel.&#010;Special = Can be canceled into a Special Move.&#010;Super = Can be canceled into a Super Combo.}}
! Startup
! style="width:13.3%" | {{Tooltip | text=Guard | hovertext = High = Must block while standing.&#010;Mid = Can block while crouching or standing.&#010;Low = Must block crouching.&#010;Grab = Can't be blocked.}}
! Active
! style="width:13.4%" | {{Tooltip | text=Act. Range | hovertext = If applicable, the amount of pixels it will take to activate a proximity normal or a throw.}}
! Recovery
! Total
! Frame Adv.
! Invul
! Act. Range
}}
|-
|-
{{#if:{{{version|}}}|<!--
| {{#if:{{{damage|}}}   | {{{damage}}}   |-}}
-->! {{{version}}}<!--
| {{#if:{{{dizzy|}}}   | {{{dizzy}}}   |-}}
-->{{#if:{{{subtitle|}}}|<br><small>{{{subtitle}}}</small>}} }}
| {{#if:{{{dizzytime|}}}| {{{dizzytime}}}|-}}
| height="25px"| {{#if:{{{damage|}}}   | {{{damage}}}   |-}}
| {{#if:{{{cancel|}}}  | {{{cancel}}}  |-}}
|               {{#if:{{{dizzy|}}}   | {{{dizzy}}}     |-}}
| {{#if:{{{guard|}}}    | {{{guard}}}    |-}}
|               {{#if:{{{cancel|}}}  | {{{cancel}}}  |-}}
| {{#if:{{{actrange|}}} | {{{actrange}}} |-}}
|               {{#if:{{{guard|}}}    | {{{guard}}}    |-}}
|- style="line-height:1em"
|               {{#if:{{{startup|}}} | {{{startup}}} |-}}
! style="width:13.3%" | {{Tooltip | text=Startup | hovertext = The total amount of Startup Frames a move has.}}
|               {{#if:{{{active|}}}  | {{{active}}}  |-}}
! style="width:13.4%" | {{Tooltip | text=Active | hovertext = The total amount of Active Frames a move has.}}
|               {{#if:{{{recovery|}}} | {{{recovery}}} |-}}
! style="width:13.3%" | {{Tooltip | text=Recovery | hovertext = The total amount of Recovery Frames a move has.}}
|               {{#if:{{{total|}}}    | {{{total}}}    |-}}
! style="width:13.4%" | {{Tooltip | text=Total | hovertext = The total amount of frames a move has, from startup to recovery.}}
|               {{#if:{{{frameAdv|}}} | {{{frameAdv}}} |-}}
! style="width:13.3%" | {{Tooltip | text=Frame Adv. | hovertext = The total amount of frames you have to act before your opponent can when a move either hits or is blocked.}}
|               {{#if:{{{invul|}}}    | {{{invul}}}    |-}}
! style="width:13.4%" | {{Tooltip | text=Meter | hovertext = If applicable, shows how much Super Combo meter is added after using this move.}}  
|               {{#if:{{{actrange|}}} | {{{actrange}}} |-}}
|-
|-
{{#if:{{{description|}}}|
| {{#if:{{{startup|}}}  | {{{startup}}}  |-}}
{{!}} {{#if:{{{version|}}}|colspan="13"|colspan="12"}} style="text-align:left;vertical-align:top;" {{!}}<!--
| {{#if:{{{active|}}}  | {{{active}}}  |-}}
--><div>
| {{#if:{{{recovery|}}} | {{{recovery}}} |-}}
{{{description|}}}
| {{#if:{{{total|}}}    | {{{total}}}    |-}}
</div>
| {{#if:{{{frameAdv|}}} | {{{frameAdv}}} |-}}
{{!}}-
| {{#if:{{{meter|}}}   | {{{meter}}}    |-}}
}}<noinclude>[[Category:Super Street Fighter 2 Turbo]]</noinclude>
|-
{{#if:{{{description|}}} | {{!}} style="width:100%; text-align:left"  colspan={{#if: {{{version|}}} | 7 | 6 }} {{!}}
{{{description}}} }}
{{!}}- }}
 
<noinclude>
Parameters are as follows
 
Damage = (damage)<br>
Dizzy = {dizzy)<br>
Dizzy Time = (dizzytime)
Cancel = (cancel)<br>
Guard = (guard)<br>
Startup = (startup)<br>
Active = (active)<br>
Recovery = (recovery)<br>
Total = (total)<br>
Frame Adv = (frameAdv)<br>
Invul = (invul)<br>
Act. Range = (actrange)<br>
Juggle = (juggle)<br>
Meter = (meter)
 
{{MoveData
| name    = Far Strong
| input    = 5MP
| subtitle = fr.{{Icon-Capcom|mp}}
| image    = Ryu_stfarstrng3.png
| imageSize = 114x98px
| caption  =
| data  =
{{AttackData-SSF2T
|damage =22[0]
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|actrange = 32+
|startup= 3
|active= 4
|recovery= 7
|total = 14
|frameAdv = +7
|meter = N/A
|description= Ryu performs a straight punch.
*Very good recovery, reach and priority.
*Works as anti-air against moves whose extended limbs are vulnerable, but Ryu's body moves forward a bit, so you'll need some room to use it correctly.
}}
}}
 
[[Category:Super Street Fighter 2 Turbo]]</noinclude>

Latest revision as of 00:17, 11 December 2022

|- style="line-height:1em"

! style="width:13.3%" | Damage ! style="width:13.4%" | Dizzy ! style="width:13.3%" | Dizzy Time ! style="width:13.4%" | Cancel ! style="width:13.3%" | Guard ! style="width:13.4%" | Act. Range |- | - | - | - | - | - | - |- style="line-height:1em" ! style="width:13.3%" | Startup ! style="width:13.4%" | Active ! style="width:13.3%" | Recovery ! style="width:13.4%" | Total ! style="width:13.3%" | Frame Adv. ! style="width:13.4%" | Meter |- | - | - | - | - | - | - |-

|- }}


Parameters are as follows

Damage = (damage)
Dizzy = {dizzy)
Dizzy Time = (dizzytime) Cancel = (cancel)
Guard = (guard)
Startup = (startup)
Active = (active)
Recovery = (recovery)
Total = (total)
Frame Adv = (frameAdv)
Invul = (invul)
Act. Range = (actrange)
Juggle = (juggle)
Meter = (meter)

Far Strong
fr.Mp.png
5MP
Ryu stfarstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Mid 32+
Startup Active Recovery Total Frame Adv. Meter
3 4 7 14 +7 N/A

Ryu performs a straight punch.

  • Very good recovery, reach and priority.
  • Works as anti-air against moves whose extended limbs are vulnerable, but Ryu's body moves forward a bit, so you'll need some room to use it correctly.