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<includeonly>|- style="line-height:1em;min-width:30px;" | <includeonly>|- style="line-height:1em;min-width:30px;" | ||
{{#if:{{{ | {{#ifeq:{{{header|yes}}}|yes|<!-- | ||
-->{{#if:{{{version|}}}|{{!}} }} | |||
! {{Tooltip | text=Hit | hovertext=The attack's height, either High, Mid, or Low.
Highs whiff crouching players, regardless of hitbox size.
Highs and Mids can be high countered.
Lows can be low countered.}} | |||
! {{Tooltip | text=Startup | hovertext=The number of frames it takes for the first hurtbox to appear.}} | |||
{{# | ! {{Tooltip | text=Active | hovertext=The number of frames a hurtbox is present.}} | ||
! {{Tooltip | text=Recovery | hovertext=The number of frames it takes to regain control after the final hurtbox.}} | |||
! {{Tooltip | text=Adv. (Block / Hit) | hovertext=How many frames sooner you recover from the attack compared to your opponent recovering from getting hit.
The first number is on block, second number is on hit.}} | |||
! {{Tooltip | text=Damage | hovertext=The amount of damage dealt by the attack.
Specials deal double damage when strung into.
Attacks do less damage against a juggled or grounded opponent.}} | |||
! {{Tooltip | text=Range | hovertext=The number of game units long the hurtbox is.
A stage is 30.0x30.0.}} | |||
! {{Tooltip | text=Property | hovertext=Any special characteristics of the move, such as if it launches or stuns.}} | |||
! {{Tooltip | text=Stance | hovertext=Switch means that the character swaps their footing when the move concludes.
Grounded means you end in a grounded state.}} | |||
}} | |||
|- style="line-height:1em" | |- style="line-height:1em" | ||
{{#if:{{{ | {{#if:{{{version|}}}|<!-- | ||
{{#if:{{{startup}}}| | -->! {{{version}}} }} | ||
{{#if:{{{active}}}| | | {{#if:{{{hit}}}|{{{hit}}}|-}} | ||
{{#if:{{{recovery}}}| | | {{#if:{{{startup}}}|{{{startup}}}<sup>f</sup>|-}} | ||
{{#if:{{{ | | {{#if:{{{active}}}|{{{active}}}<sup>f</sup>|-}} | ||
{{#if:{{{range}}}| | | {{#if:{{{recovery}}}|{{{recovery}}}<sup>f</sup>|-}} | ||
{{#if:{{{property}}}| | | {{#if:{{{advantage}}}|{{{advantage}}}|-}} | ||
{{#if:{{{stance}}}| | | {{#if:{{{damage}}}|{{{damage}}}|-}} | ||
| {{#if:{{{range}}}|{{{range}}}<sup>u</sup>|-}} | |||
| {{#if:{{{property}}}|{{{property}}}|-}} | |||
| {{#if:{{{stance}}}|{{{stance}}}|-}} | |||
|- style="line-height:1em" | |- style="line-height:1em" | ||
{{#if: {{{description|}}} | {{!}} style="width:100%; text-align:left" colspan= | {{#if: {{{description|}}} | {{!}} style="width:100%; text-align:left" colspan=10 {{!}} | ||
<br/> | <br/> | ||
{{{description}}} }} | {{{description}}} }} | ||
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|data= | |data= | ||
{{AttackData-TK | {{AttackData-TK | ||
|hit= | |hit=[[File:High.png]] | ||
|startup= | |startup=4 | ||
|active= | |active=2 | ||
|recovery= | |recovery=8 | ||
|damage= | |advantage= | ||
|range= | |damage=3 | ||
|property= | |range=2.7 | ||
|stance= | |property= | ||
|description=One of the best high jabs in the game, featuring good range paired with fast startup and recovery. It’s only rivalled by the startup of Imp’s Tiny Jab. | |stance= | ||
}} | |description=One of the best high jabs in the game, featuring good range paired with fast startup and recovery. It’s only rivalled by the startup of Imp’s Tiny Jab.}} | ||
}} | }} | ||
[[Category: Thrill Kill]] | [[Category: Thrill Kill]] | ||
[[Category: Templates]] | [[Category: Templates]] | ||
</noinclude> |
Latest revision as of 14:09, 8 May 2023
This template is for displaying Thrill-Kill specific move data within a {{MoveData}} template. The arguments are as follows:
- hit= - Use
,
, or
.
- startup= - The number of startup frames. The f is added automatically.
- active= - The number of active frames. The f is added automatically.
- recovery= - The number of recovery frames. The... ...you know the drill by now.
- damage= - The move's damage.
- range= - The number of game units long the longest hitbox is. The u is added for you.
- property= - Use
,
,
, and
.
- stance= - Either Yes or No, depending on if the character's footing changes after the move.
Preview
An example using Tormentor's Straight Jab: