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<includeonly>|- style="line-height:1em;min-width:30px;" | <includeonly>|- style="line-height:1em;min-width:30px;" | ||
! {{Tooltip | text=Hit | hovertext=The attack's height, either High, Mid, or Low.
Highs whiff crouching players, regardless of hitbox size.
Highs and Mids can be high countered.
Lows can be low countered.}} | {{#if:{{{hit}}}|! {{Tooltip | text=Hit | hovertext=The attack's height, either High, Mid, or Low.
Highs whiff crouching players, regardless of hitbox size.
Highs and Mids can be high countered.
Lows can be low countered.}}|}} | ||
! {{Tooltip | text=Startup | hovertext=The number of frames it takes for the first hurtbox to appear.}} | {{#if:{{{startup}}}|! {{Tooltip | text=Startup | hovertext=The number of frames it takes for the first hurtbox to appear.}}|}} | ||
! {{Tooltip | text=Active | hovertext=The number of frames a hurtbox is present.}} | {{#if:{{{active}}}|! {{Tooltip | text=Active | hovertext=The number of frames a hurtbox is present.}}|}} | ||
! {{Tooltip | text=Recovery | hovertext=The number of frames it takes to regain control after the final hurtbox.}} | {{#if:{{{recovery}}}|! {{Tooltip | text=Recovery | hovertext=The number of frames it takes to regain control after the final hurtbox.}}|}} | ||
! {{Tooltip | text=Damage | hovertext=The amount of damage dealt by the attack.
Specials deal double damage when strung into.
Attacks do less damage against a juggled or grounded opponent.}} | {{#if:{{{damage}}}|! {{Tooltip | text=Damage | hovertext=The amount of damage dealt by the attack.
Specials deal double damage when strung into.
Attacks do less damage against a juggled or grounded opponent.}}|}} | ||
! {{Tooltip | text=Range | hovertext=The number of game units long the hurtbox is.
A stage is 30.0x30.0.}} | {{#if:{{{range}}}|! {{Tooltip | text=Range | hovertext=The number of game units long the hurtbox is.
A stage is 30.0x30.0.}}|}} | ||
! {{Tooltip | text=Property | hovertext=Any special characteristics of the move, such as if it launches or stuns.}} | {{#if:{{{property}}}|! {{Tooltip | text=Property | hovertext=Any special characteristics of the move, such as if it launches or stuns.}}|}} | ||
! {{Tooltip | text=Stance Change? | hovertext=Whether or not the character changes their footing following the attack.}} | {{#if:{{{stance}}}|! {{Tooltip | text=Stance Change? | hovertext=Whether or not the character changes their footing following the attack.}}|}} | ||
|- style="line-height:1em" | |- style="line-height:1em" | ||
{{#if:{{{hit}}}|{{!}}{{{hit}}}|-}} | |||
{{#if:{{{startup}}}|{{!}}{{{startup}}}<sup>f</sup>|}} | |||
{{#if:{{{active}}}|{{!}}{{{active}}}<sup>f</sup>|}} | |||
{{#if:{{{recovery}}}|{{!}}{{{recovery}}}<sup>f</sup>|}} | |||
{{#if:{{{damage}}}|{{!}}{{{damage}}}|}} | |||
{{#if:{{{range}}}|{{!}}{{{range}}}<sup>u</sup>|}} | |||
{{#if:{{{property}}}|{{!}}{{{property}}}|}} | |||
{{#if:{{{stance}}}|{{!}}{{{stance}}}|}} | |||
|- style="line-height:1em" | |- style="line-height:1em" | ||
{{#if: {{{description|}}} | {{!}} style="width:100%; text-align:left" colspan=8 {{!}} | {{#if: {{{description|}}} | {{!}} style="width:100%; text-align:left" colspan=8 {{!}} | ||
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|hit=[[File:High.png]] | |hit=[[File:High.png]] | ||
|startup=4 | |startup=4 | ||
|active= | |active=1 | ||
|recovery=8 | |recovery=8 | ||
|damage=3 | |damage=3 | ||
|range=2.7 | |range=2.7 | ||
|property= | |property=None | ||
|stance=No | |stance=No | ||
|description=One of the best high jabs in the game, featuring good range paired with fast startup and recovery. It’s only rivalled by the startup of Imp’s Tiny Jab. | |description=One of the best high jabs in the game, featuring good range paired with fast startup and recovery. It’s only rivalled by the startup of Imp’s Tiny Jab. |
Revision as of 01:07, 22 April 2023
This template is for displaying Thrill-Kill specific move data within a {{MoveData}} template. The arguments are as follows:
- hit= - Use
,
, or
.
- startup= - The number of startup frames. The f is added automatically.
- active= - The number of active frames. The f is added automatically.
- recovery= - The number of recovery frames. The... ...you know the drill by now.
- damage= - The move's damage.
- range= - The number of game units long the longest hitbox is. The u is added for you.
- property= - Use
,
,
, and
.
- stance= - Either Yes or No, depending on if the character's footing changes after the move.
Preview
An example using Tormentor's Straight Jab: