Template:MOTW Legend: Difference between revisions

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| colspan="2" |'''Disclaimer''': This is meant to teach basic terminology used when describing moves.
| colspan="2" |'''Disclaimer''': This is meant to teach basic terminology used when describing moves.
|-
|-
! <FONT COLOR="#FF0000">HitBox</FONT>:
! <FONT COLOR="#FF0000">Hitbox</FONT>:
| 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.
| A predefined area (usually a rectangle or rectangles) that tells the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing.
|-
|-
! <FONT COLOR="#7777FF">HurtBox</FONT>:
! <FONT COLOR="#7777FF">Hurtbox</FONT>:
| 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.  
| A predefined area (usually a group of rectangles) 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.  
|-
|-
! <FONT COLOR="#FFAA00">Throw Box/Range</FONT>:
! <FONT COLOR="#FFAA00">Throw Box/Range</FONT>:
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|-
|-
! <FONT COLOR="#FF66FF">Projectile Box</FONT>:
! <FONT COLOR="#FF66FF">Projectile Box</FONT>:
| Hit box on a projectile attack.
| Hitbox on a projectile attack.
|-
|-
! <FONT COLOR="#CCCCFF">Guard/Counter Box</FONT>:
! <FONT COLOR="#CCCCFF">Guard/Counter Box</FONT>:
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|-
|-
! <FONT COLOR="#00FF00">Push Box</FONT>:
! <FONT COLOR="#00FF00">Push Box</FONT>:
| Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other. (Also known as "Collision Box".)
| Has no bearing on hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".)
|-
|-
! '''Command'''
! '''Startup'''
| the input for the attack.
| The number of frames before an attack can hit the opponent. Does not include the first active frame.
|-
! '''Start Up'''
| The number of frames that initiate at the beginning of an attack after the input.&#010;And when the first hitbox is present.
 
The first active frame is after the last startup frame.  
|-
|-
! '''Guard'''
! '''Guard'''
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Low or L -- must be blocked crouching.  
Low or L -- must be blocked crouching.  
|-
|-
! '''+'''
! '''Damage'''
| signifies how many advantage frames the attacker has.
| "Basic" damage -- Unmodified damage values 
"Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate
|-
! '''Guard Crush Value'''
| Decreases the defender's guard durability gauge by this value.
|-
! '''+X'''
| Attacker has X number of advantage frames.
|-
|-
! '''-'''  
! '''-X'''  
| signifies how many disadvantage frames the attacker has.
| Attacker has X number of disadvantage frames.
|-
|-
! '''KD'''
! '''KD'''
| means the attack will knock the opponent down.
| Short for "knockdown", knocks down opponent on hit.
|-
|-
! '''◯'''
! '''◯'''
| circle means cancelable on both hit/block.  
| Cancelable on both hit and block.  
|-
|-
! '''∞'''
! '''∞'''
| infinity means chain cancelable with the same button (renda cancel).  
| Chain cancelable with the same button (renda cancel).  
|-
|-
! '''※'''
! '''※'''
| means cancelable on the first hit/part.  
| Cancelable on the first hit/part only.  
|-
|-
! '''《 》OR « » OR << >> OR ( ) '''
! '''《X》OR «X» OR <<X>> OR (X)'''
| The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame).
| X number of inactive frames between hits of multihit moves.
|-
|-
! '''△'''
! '''△'''
| up triangle means only cancelable on block.  
| Only cancelable on block.  
|-
|-
! '''▽'''
! '''▽'''
| down triangle means only cancelable on hit.  
| Only cancelable on hit.  
|-
|-
! '''× OR X'''
! '''× OR X'''
| means not cancelable.  
| Not cancelable.  
|-
|-
|}<noinclude>[[Category:Garou: Mark of the Wolves]]</noinclude>
|}<noinclude>[[Category:Garou: Mark of the Wolves]]</noinclude>

Latest revision as of 12:34, 10 January 2025

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
Hitbox: A predefined area (usually a rectangle or rectangles) that tells 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) 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: Hitbox 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 hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".)
Startup The number of frames before an attack can hit the opponent. Does not include the first active frame.
Guard The way this move must be blocked.

High or H or Overhead (especially when from the ground) -- must be blocked standing.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

Damage "Basic" damage -- Unmodified damage values

"Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decreases the defender's guard durability gauge by this value.
+X Attacker has X number of advantage frames.
-X Attacker has X number of disadvantage frames.
KD Short for "knockdown", knocks down opponent on hit.
Cancelable on both hit and block.
Chain cancelable with the same button (renda cancel).
Cancelable on the first hit/part only.
《X》OR «X» OR <<X>> OR (X) X number of inactive frames between hits of multihit moves.
Only cancelable on block.
Only cancelable on hit.
× OR X Not cancelable.