Template:AttackData-SSF2T: Difference between revisions

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|- style="line-height:1em"
|- style="line-height:1em"
{{#if: {{{version|}}} | ! style="min-width:70px;" rowspan=4 {{!}} {{{version}}}{{#if: {{{subtitle|}}} | <br><small>{{{subtitle}}}</small> }} }}
{{#if: {{{version|}}} | ! style="min-width:70px;" rowspan=4 {{!}} {{{version}}}{{#if: {{{subtitle|}}} | <br><small>{{{subtitle}}}</small> }} }}
! style="width:16.6%" | {{Tooltip | text=Damage  | hovertext=Base damage done by this attack, and the random damage modifier.&#010;(X)[Y].}}
! style="width:13.3%" | {{Tooltip | text=Damage  | hovertext=Base damage done by this attack, and the random damage modifier.&#010;(X)[Y].}}
! style="width:16.6%" | {{Tooltip | text=Dizzy | hovertext = The amount of dizzy damage a move does.}}
! style="width:13.4%" | {{Tooltip | text=Dizzy | hovertext = The amount of dizzy damage a move does.}}
! style="width:16.6%" | {{Tooltip | text=Dizzy Time | hovertext = The amount of frames added to the Dizzy Timer a move does.}}
! style="width:13.3%" | {{Tooltip | text=Dizzy Time | hovertext = The amount of frames added to the Dizzy Timer a move does.}}
! style="width:16.6%" | {{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.}}
! 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.}}
! style="width:16.7%" | {{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.}}
! 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.}}
! 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.}}
|-
|-
| {{#if:{{{damage|}}}  | {{{damage}}}  |-}}
| {{#if:{{{damage|}}}  | {{{damage}}}  |-}}
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| {{#if:{{{cancel|}}}  | {{{cancel}}}  |-}}
| {{#if:{{{cancel|}}}  | {{{cancel}}}  |-}}
| {{#if:{{{guard|}}}    | {{{guard}}}    |-}}
| {{#if:{{{guard|}}}    | {{{guard}}}    |-}}
| {{#if:{{{actrange|}}} | {{{actrange}}} |-}}
|- style="line-height:1em"
|- style="line-height:1em"
! style="width:16.6%" | {{Tooltip | text=Startup | hovertext = The total amount of Startup Frames a move has.}}
! style="width:13.3%" | {{Tooltip | text=Startup | hovertext = The total amount of Startup Frames a move has.}}
! style="width:16.6%" | {{Tooltip | text=Active | hovertext = The total amount of Active Frames a move has.}}
! style="width:13.4%" | {{Tooltip | text=Active | hovertext = The total amount of Active Frames a move has.}}
! style="width:16.6%" | {{Tooltip | text=Recovery | hovertext = The total amount of Recovery Frames a move has.}}
! style="width:13.3%" | {{Tooltip | text=Recovery | hovertext = The total amount of Recovery Frames a move has.}}
! style="width:16.6%" | {{Tooltip | text=Total | hovertext = The total amount of frames a move has, from startup to recovery.}}
! style="width:13.4%" | {{Tooltip | text=Total | hovertext = The total amount of frames a move has, from startup to recovery.}}
! style="width:16.7%" | {{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.}}
! 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.}}
! style="width:13.4%" | {{Tooltip | text=Meter | hovertext = If applicable, shows how much Super Combo meter is added after using this move.}}  
|-
|-
| {{#if:{{{startup|}}}  | {{{startup}}}  |-}}
| {{#if:{{{startup|}}}  | {{{startup}}}  |-}}
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| {{#if:{{{total|}}}    | {{{total}}}    |-}}
| {{#if:{{{total|}}}    | {{{total}}}    |-}}
| {{#if:{{{frameAdv|}}} | {{{frameAdv}}} |-}}
| {{#if:{{{frameAdv|}}} | {{{frameAdv}}} |-}}
|- style="line-height:1em"
| {{#if:{{{meter|}}}    | {{{meter}}}    |-}}
! style="width:20.7%" | {{Tooltip | text=Invul | hovertext = If applicable, the total amount of frames in which a move is invincible.}}
! style="width:20.8%" | {{Tooltip | text=Act. Range | hovertext = If applicable, the amount of pixels it will take to activate a proximity normal or a throw.}}
! style="width:20.8%" | {{Tooltip | text=Juggle | hovertext = Indicates if a move can juggle.}}
! style="width:20.8%" | {{Tooltip | text=Meter | hovertext = If applicable, shows how much Super Combo meter is added after using this move.}}
|-
| colspan = 1.5 | {{#if:{{{invul|}}}    | {{{invul}}}    |-}}
| colspan = 1.5 | {{#if:{{{actrange|}}} | {{{actrange}}} |-}}
| colspan = 1.5 | {{#if:{{{juggle|}}}  | {{{juggle}}}  |-}}
| colspan = 1.5 | {{#if:{{{meter|}}}    | {{{meter}}}    |-}}
|-
|-
{{#if:{{{description|}}} | {{!}} style="width:100%; text-align:left"  colspan={{#if: {{{version|}}} | 7 | 6 }} {{!}}
{{#if:{{{description|}}} | {{!}} style="width:100%; text-align:left"  colspan={{#if: {{{version|}}} | 7 | 6 }} {{!}}
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Juggle = (juggle)<br>
Juggle = (juggle)<br>
Meter = (meter)
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>
[[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.