Template:FrameDataKey-SFV: Difference between revisions

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!Active
!Active
|How many frames a move remains active (can hurt opponents) for.
|{{#lsth:Street Fighter V/Glossary|Active}}
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!Attack
!Attack
|Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).
|{{#lsth:Street Fighter V/Glossary|Attack}}
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!Cancels
!Cancel options
|Available cancel options.
|{{#lsth:Street Fighter V/Glossary|Cancel options}}
*"ch": Chain cancel, refer to description for options.
*"sp": Special move.
*"su": Critical art.
*"vs[1/2]": V-Skill 1 or 2.
*"vt[1/2]": V-Trigger 1 or 2 activation.
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!Confirm
!Confirm windows
|Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|{{#lsth:Street Fighter V/Glossary|Confirm windows}}
*Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
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!Crush
!Crush Counter
|Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.
|{{#lsth:Street Fighter V/Glossary|Crush Counter}}
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!Damage
!Damage
|Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.
|{{#lsth:Street Fighter V/Glossary|Damage}}
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!Hit/Block
!Hit/Block
|These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|{{#lsth:Street Fighter V/Glossary|Hit/Block}}
* Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
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!Knockdown
!Knockdown
|Knockdown advantage against Normal, Quick Rise and Back Rise [[Street Fighter V/Defense#Wake Up Options|wake up options]].
|{{#lsth:Street Fighter V/Glossary|Knockdown}}
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!Recovery
!Recovery
|How many frames it takes for a move to finish after it's been active.
|{{#lsth:Street Fighter V/Glossary|Recovery}}
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!Startup
!Startup
|How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
|{{#lsth:Street Fighter V/Glossary|Startup}}
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!Stun
!Stun
|Amount of stun added to the opponent's stun bar on hit.
|{{#lsth:Street Fighter V/Glossary|Stun}}
|}[[Category:Street Fighter V]]
|}[[Category:Street Fighter V]]

Latest revision as of 16:13, 25 May 2021

SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.