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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"> | ! <FONT COLOR="#FF0000">Hitbox</FONT>: | ||
| A predefined area (usually a | | 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"> | ! <FONT COLOR="#7777FF">Hurtbox</FONT>: | ||
| A predefined area (usually a group of rectangles | | 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>: | ||
| | | 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 | | 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. | |||
| The number of frames | |||
|- | |- | ||
! '''Guard''' | ! '''Guard''' | ||
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|- | |- | ||
! '''Damage''' | ! '''Damage''' | ||
| " | | "Basic" damage -- Unmodified damage values | ||
" | "Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate | ||
|- | |- | ||
! '''Guard Crush Value''' | ! '''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''' | ! '''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''' | ! '''× OR X''' | ||
| | | 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. |
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. |