User:Minimum Payne/sandbox: Difference between revisions

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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 (+ Amp)
| M=<span style="color: #ff6347;">{{{2|}}}</span>
| image    = Mk11-sub-slide.png
| I7=<span style="color: #eba134;">{{{2|}}}</span>
| caption  = Ice skating practice pays off.
| VM=<span style="color: #b70c0b;">'''{{{2|}}}'''</span>
| image2  = Mk11-sub-slide-amp.png
| #default = {{{2|}}}
| caption2 = YEET
}}}}</includeonly><noinclude>Usage: <code><nowiki>{{mk1-adv|class|text}}</nowiki></code>
| image3  = Mk11-sub-slide-kb.png
 
| caption3 = Thru the Walls
{| class="wikitable" style="text-align:center;"
| data  =
|-
{{AttackData-MK11
! Class
  | damage      = 70.00
! Frame Adv.
  | cancel      = 22
! Notes
  | guard      = Low
|-
  | startup    = 11
| '''P'''
  | active      = 14
| {{sf6-adv|P|≥ +1}}
  | recovery    = 30
| style="text-align:left;" | Plus / Positive
  | hit adv     = 29
|-
  | blk adv    = -20
| '''E'''
  | f/blk adv  = -20
| {{sf6-adv|E|±0}}
  | amplify = 1 Off On Hit
| style="text-align:left;" | Even
  | 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.
| '''M'''
* So good that equipping the Cold Shoulder ability is considered a nerf.
| {{sf6-adv|M|-1 to -6}}
}}
| style="text-align:left;" | Minus (Not punishable)
{{AttackData-MK11
|-
  | damage      = 80.00
| '''I7'''
  | cancel      = N/A
| {{sf6-adv|I7|-7}}
  | guard      = Mid
| style="text-align:left;" | Minus (Matchup specific punishes only)
  | startup    = 13
|-
  | active      = 5
| '''VM'''
  | recovery    = 36
| {{sf6-adv|VM|≤ -8}}
  | hit adv    = 9
| style="text-align:left;" | Very Minus (Punishable by attacks with 8f of startup or less)
  | blk adv    = -4
|}
  | f/blk adv  = -4
 
  | amplify = N/A
</noinclude>
  | description = Defines Sub-Zero's general gameplan. Everyone playing Sub-Zero should aim to or threaten to trigger the Krushing Blow. End your combos with the amped version either to build up the KB or side switch your opponent into the corner. Outside of these cases, save your meter for your other specials. The threat of the KB will allow opponents to Breakaway either during the initial slide hit or the grab at the start of the amp. React accordingly.
 
* '''KRUSHING BLOW''': "Triggers on the THIRD AMPLIFIED Slide to hit."
{| class="wikitable"
** ''With Krushing Blow Held Check set to ON, this activates at the player's discretion after previously landing at least two successful amplified Slides.''
|+ Damage Scaling Levels
** ''An amped Slide is considered successful after the grab animation is activated. Throwing the opponent into an Arctic Trap counts as a successful amped Slide while the opponent using Breakaway to avoid the grab does not.''
|-
** ''Deals a total of 319.00 damage on its own.''
! 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)