User:Minimum Payne/sandbox: Difference between revisions

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(working on movedata template for mk11 using cvs2 as a template)
 
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MK11 Movedata Template Workshop - Slide
<includeonly>{{#if: {{{2|}}} | {{#switch: {{{1|}}}
{{MoveData
| P=<span style="color: #32CD32;">{{{2|}}}</span>
| name    = Slide
| E=<span>{{{2|}}}</span>
| input    = B,F+3
| M=<span style="color: #ff6347;">{{{2|}}}</span>
| image    = Mk11-sub-slide.png
| I7=<span style="color: #eba134;">{{{2|}}}</span>
| caption  = Base
| VM=<span style="color: #b70c0b;">'''{{{2|}}}'''</span>
| image2  = Mk11-sub-slide-amp.png
| #default = {{{2|}}}
| caption2 = Amplified
}}}}</includeonly><noinclude>Usage: <code><nowiki>{{mk1-adv|class|text}}</nowiki></code>
| image3  = Mk11-sub-slide-kb.png
| caption3 = Krushing Blow
| linkname = DP
| data  =
{{AttackData-CvS2
  | version    = Basic
  | damage      = 70.00
  | cancel      = 22
  | guard      = Low
  | startup    = 11
  | active      = 14
  | recovery    = 30
  | Hit Adv    = 29
  | Blk Adv    = -20
  | F/Blk Adv  = -20
  | description = The best move in the game.
* Advancing low hitting attack that excels at many things: whiff punishing, ending combos, low profiling, you name it.
* That said, don't get too spam-happy with it since it's very punishable on block
* On the other hand the animation on block can cause some of the faster high punishes to whiff so test your opponent to see if they know the right punisher for it.
* Can meterlessly launch in the corner after B3,2 into a D1 > S2 spam > 1,2,4 KB among other things.
* So good that equipping the Cold Shoulder ability is considered a nerf.
}}
{{AttackData-CvS2
  | header      = no
  | version    = MP
  | subtitle    = {{Motion|623}} + {{Icon-Capcom|MP}}
  | damage      = 700+1100
  | stun        = 7+11
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = [3/9]
  | recovery    = 48
  | total      = 64
  | advHit      = DWN
  | advBlock    = -42
  | invul      = 7 full/ 9 lower
  | description = Best DP
* This version has the highest amount of total invulnerability, so it's the best wakeup reversal and anti air. Make sure to hit the opponent deep to get both hits, otherwise you're missing out on damage compared to LP.
}}
{{AttackData-CvS2
  | header      = no
  | version    = HP
  | subtitle    = {{Motion|623}} + {{Icon-Capcom|HP}}
  | damage      = 400+600+1000
  | stun        = 4+6+10
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = [2/2/5]
  | recovery    = 59
  | total      = 72
  | advHit      = DWN
  | advBlock    = -51
  | invul      = 6 full/ 7 lower
  | description = Most Damage DP
* This is the damage DP. Perfectly usable as anti air or reversals, but only when the opponent is point blank. Also the recovery is so bad, Iori loses okizeme opportunities by using it.
}}
}}


AttackData-MK11
{| class="wikitable" style="text-align:center;"
|-
! Class
! Frame Adv.
! Notes
|-
| '''P'''
| {{sf6-adv|P|≥ +1}}
| style="text-align:left;" | Plus / Positive
|-
| '''E'''
| {{sf6-adv|E|±0}}
| style="text-align:left;" | Even
|-
| '''M'''
| {{sf6-adv|M|-1 to -6}}
| style="text-align:left;" | Minus (Not punishable)
|-
| '''I7'''
| {{sf6-adv|I7|-7}}
| style="text-align:left;" | Minus (Matchup specific punishes only)
|-
| '''VM'''
| {{sf6-adv|VM|≤ -8}}
| style="text-align:left;" | Very Minus (Punishable by attacks with 8f of startup or less)
|}


! height="25px" | Damage ! Cancel ! Guard ! Startup ! Active ! Recovery ! Cancel ! Hit Adv ! Blk Adv ! F/Blk Adv |-
</noinclude>


| height="25px"| - | - | - | - | - | - | - | - | - | - | - | - |-
{| class="wikitable"
|+ Damage Scaling Levels
|-
! Percent Value !! Attack Type
|-
| '''-20%''' ||
* Fatal Blow
|-
| '''0%''' ||
* Slow cancels (cancels that do not extend combos)
* Damage aver time
* Hits during a Throw animation
* Attacks interrupting a Throw
|-
| '''5%''' ||
* Fast cancels (cancels which extend combos)
* Air strings (intermediate hits)
* Grounded moves (normals, strings, projectiles and specials you can't combo off of without Kameo)
|-
| '''10%''' ||
* Air normals (against Airborne opponents)
|-
| '''15%''' ||
* Air normals (against Grounded opponents)
* Krumples
* Grounded combo extenders
* Knockback moves
* Launching moves (normals, strings, projectiles, and specials)
|-
| '''20%''' ||
* Uppercut Cancels
* Stun Moves (eg., Spear, Ice Ball, Corpse Taunt)
|-
| '''25%''' ||
* Sweeps
* Command grabs (uninterrupted)
* Move that interrupts a Command Grab (overrides the move's natural scaling)
|-
| '''33%''' ||
* Hard Knockdowns
|-
| '''50%''' ||
* Uppercuts
* Throws (uninterrupted)
* Move that interrupts a Throw (overrides the move's natural scaling)
|}

Latest revision as of 22:51, 28 January 2025

Usage: {{mk1-adv|class|text}}

Class Frame Adv. Notes
P ≥ +1 Plus / Positive
E ±0 Even
M -1 to -6 Minus (Not punishable)
I7 -7 Minus (Matchup specific punishes only)
VM ≤ -8 Very Minus (Punishable by attacks with 8f of startup or less)


Damage Scaling Levels
Percent Value Attack Type
-20%
  • Fatal Blow
0%
  • Slow cancels (cancels that do not extend combos)
  • Damage aver time
  • Hits during a Throw animation
  • Attacks interrupting a Throw
5%
  • Fast cancels (cancels which extend combos)
  • Air strings (intermediate hits)
  • Grounded moves (normals, strings, projectiles and specials you can't combo off of without Kameo)
10%
  • Air normals (against Airborne opponents)
15%
  • Air normals (against Grounded opponents)
  • Krumples
  • Grounded combo extenders
  • Knockback moves
  • Launching moves (normals, strings, projectiles, and specials)
20%
  • Uppercut Cancels
  • Stun Moves (eg., Spear, Ice Ball, Corpse Taunt)
25%
  • Sweeps
  • Command grabs (uninterrupted)
  • Move that interrupts a Command Grab (overrides the move's natural scaling)
33%
  • Hard Knockdowns
50%
  • Uppercuts
  • Throws (uninterrupted)
  • Move that interrupts a Throw (overrides the move's natural scaling)