(added mention of "basic" and "correct" damage) |
(Added guard crush value, and small modification) |
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| "basic" damage -- unmodified damage values | | "basic" damage -- unmodified damage values | ||
"correct" damage -- damage values modified for damage scaling, TOP multiplier, and defense rate | "correct" damage -- damage values modified for damage scaling, TOP multiplier, and defense rate | ||
|- | |||
! '''Guard Crush Value''' | |||
| Decrease your guard durability gauge/meter by that value/s | |||
Guard crush values within ( ) are when the move is used as the next hit of a target combo. | |||
|- | |- | ||
! '''+''' | ! '''+''' | ||
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|- | |- | ||
! '''※''' | ! '''※''' | ||
| means cancelable on the first hit/part. | | means cancelable on the first hit/part only. | ||
|- | |- | ||
! '''《 》OR « » OR << >> OR ( ) ''' | ! '''《 》OR « » OR << >> OR ( ) ''' |
Revision as of 20:18, 24 January 2023
Data Help | |
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Disclaimer: This is meant to teach basic terminology used when describing moves. | |
HitBox: | A predefined area (usually a group of rectangles or circles) that tell the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing. |
HurtBox: | A predefined area (usually a group of rectangles or circles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox. |
Throw Box/Range: | Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun. |
Projectile Box: | Hit box on a projectile attack. |
Guard/Counter Box: | The Guard Box or Counter Box. This appears when blocking or using a counter move. |
Push Box: | Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other. (Also known as "Collision Box".) |
Command | the input for the attack. |
Start Up | The number of frames that initiate at the beginning of an attack after the input.
And when the first hitbox is present.
The first active frame is after the last startup frame. |
Guard | The way this move must be blocked.
High or H or Overhead (especially when from the ground) -- must be blocked standing. |
Damage | "basic" damage -- unmodified damage values
"correct" damage -- damage values modified for damage scaling, TOP multiplier, and defense rate |
Guard Crush Value | Decrease your guard durability gauge/meter by that value/s
Guard crush values within ( ) are when the move is used as the next hit of a target combo. |
+ | signifies how many advantage frames the attacker has. |
- | signifies how many disadvantage frames the attacker has. |
KD | means the attack will knock the opponent down. |
◯ | circle means cancelable on both hit/block. |
∞ | infinity means chain cancelable with the same button (renda cancel). |
※ | means cancelable on the first hit/part only. |
《 》OR « » OR << >> OR ( ) | The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame). |
△ | up triangle means only cancelable on block. |
▽ | down triangle means only cancelable on hit. |
× OR X | means not cancelable. |