Template:AttackData-CvS2: Difference between revisions

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{{!}} {{#if:{{{version|}}}|colspan="13"|colspan="12"}} style="text-align:left;vertical-align:top;" {{!}}<!--
{{!}} {{#if:{{{version|}}}|colspan="13"|colspan="12"}} style="width:100%; text-align:left; vertical-align:top;" {{!}}<!--
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{{{description|}}}
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}}<noinclude>[[Category:Capcom vs SNK 2]]</noinclude>
}}<noinclude>[[Category:Capcom vs SNK 2]]
 
Placeholder example
=== <span class="invisible-header">Hadouken</span> ===
{{MoveData
| name    = Hadouken
| input    = 236P
| subtitle = Fireball
| image    = CVS2_Ryu_236P.PNG
| caption  =
| linkname = Hadouken
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 12
  | active      = Traveling
  | recovery    = 42
  | total      = 54
  | advHit      = -9
  | advBlock    = -9
  | invul      = None
}}
  {{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 12
  | active      = Traveling
  | recovery    = 43
  | total      = 55
  | advHit      = -10
  | advBlock    = -10
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 12
  | active      = Imma loooooooooooong man
  | recovery    = 44
  | total      = 56
  | advHit      = -11
  | advBlock    = -11
  | invul      = None
  | description = Ryu's classic fireball series. Useful zoning tools, especially the slower LP version. The HP version is great for cancels, as it travels fastest. Fireballs carry a lot of risk however, especially in CvS2. A well timed roll cancelled special move will often go right through your fireball, and some A-Groove characters can even punish with a CC activation. Rolls also exist, and while they can't be done on reaction, they don't need to react if you use this in the same spots all the time. Vary when you use these, how you use them, and which version you use to get the most out of your zoning, neutral, and pressure.
}}
}}
</noinclude>

Latest revision as of 10:52, 3 September 2024

! height="25px" | Damage ! Stun ! Cancel ! Guard ! Parry ! Startup ! Active ! Recovery ! Total ! Adv Hit ! Adv Block ! Invul |-

| height="25px"| - | - | - | - | - | - | - | - | - | - | - | - |-

Placeholder example

Hadouken

Hadouken
Fireball
236P
CVS2 Ryu 236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png+Lp.png 800 8 None Mid High 12 Traveling 42 54 -9 -9 None
Qcf.png+Mp.png 900 9 None Mid High 12 Traveling 43 55 -10 -10 None
Qcf.png+Hp.png 1000 10 None Mid High 12 Imma loooooooooooong man 44 56 -11 -11 None

Ryu's classic fireball series. Useful zoning tools, especially the slower LP version. The HP version is great for cancels, as it travels fastest. Fireballs carry a lot of risk however, especially in CvS2. A well timed roll cancelled special move will often go right through your fireball, and some A-Groove characters can even punish with a CC activation. Rolls also exist, and while they can't be done on reaction, they don't need to react if you use this in the same spots all the time. Vary when you use these, how you use them, and which version you use to get the most out of your zoning, neutral, and pressure.