Template:AttackData-newHFTF: Difference between revisions

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<includeonly>|- style="font-size:80%; line-height:1em"
<includeonly>|- style="font-size:80%; line-height:1em"
{{#if: {{{version|}}} | ! style="font-size:125%; min-width:70px;" rowspan=5 {{!}} {{{version}}}{{#if: {{{subtitle|}}} | <br><small>{{{subtitle}}}</small> }} }}
{{#if: {{{version|}}} | ! style="font-size:125%; min-width:70px;" rowspan=4 {{!}} {{{version}}}{{#if: {{{subtitle|}}} | <br><small>{{{subtitle}}}</small> }} }}
! style="width:20%" | {{Tooltip| text=Startup          | hovertext=Amount of frames before the move becomes active +1, including the 1st active frame.}}
! style="width:20%" | {{Tooltip| text=Startup          | hovertext=Amount of frames before the move becomes active +1, including the 1st active frame.}}
! style="width:20%" | {{Tooltip| text=Active            | hovertext=Amount of frames the move is active for.}}
! style="width:20%" | {{Tooltip| text=Active            | hovertext=Amount of frames the move is active for.}}
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| {{#if: {{{standdamage|}}}    | {{{standdamage}}}            |-}}
| {{#if: {{{standdamage|}}}    | {{{standdamage}}}            |-}}
|-
|-
 
! style="width:20%" | {{Tooltip| text=Guard            | hovertext=Whether the move needs to be blocked high, low or mid.}}
! style="width:20%" | {{Tooltip| text=Guard.           | hovertext=Whether the move needs to be blocked high, low or mid.}}
! style="width:20%" | {{Tooltip| text=Hit Adv.          | hovertext=How many frames you can move before the opponent after hitting the opponent.}}
! style="width:20%" | {{Tooltip| text=Hit Adv.          | hovertext=How many frames you can move before the opponent after hitting the opponent.}}
! style="width:20%" | {{Tooltip| text=Block Adv.        | hovertext=Same as hit advantage, except for when the move is blocked.}}
! style="width:20%" | {{Tooltip| text=Block Adv.        | hovertext=Same as hit advantage, except for when the move is blocked.}}
! style="width:20%" | {{Tooltip| text=Pushblock Adv.    | hovertext=Like the other advantages, except when the attack is pushblocked.&#010;Pushblock advantage calculated as if pushblocked on the same frame a move is blocked.}}
! style="width:20%" | {{Tooltip| text=Pushblock Adv.    | hovertext=Like the other advantages, except when the attack is pushblocked.&#010;Pushblock advantage calculated as if pushblocked on the same frame a move is blocked.}}
! style="width:20%" | {{Tooltip| text=Invuln            | hovertext=The window during this move that you can't be hit for.}}
! style="width:20%" | {{Tooltip| text=Cancel Options          | hovertext=What this move can be cancelled into.}}
|-
|-
| {{#if: {{{guard|}}}          | {{{guard}}}        |-}}
| {{#if: {{{guard|}}}          | {{{guard}}}        |-}}
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| {{#if: {{{block}}}            | {{{block}}}            |-}}
| {{#if: {{{block}}}            | {{{block}}}            |-}}
| {{#if: {{{pushblock|}}}      | {{{pushblock}}}        |-}}
| {{#if: {{{pushblock|}}}      | {{{pushblock}}}        |-}}
| {{#if: {{{invuln|}}}          | {{{invuln}}}            |-}}
| {{#if: {{{cancel|}}}          | {{{cancel}}}            |-}}
|-
|-
{{#if: {{{description|}}} | {{!}}style="width:100%; border-top:solid 1px #aaa; text-align:left"  colspan={{#if: {{{version|}}} | 8 | 9 }} {{!}}
{{#if: {{{description|}}} | {{!}} style="width:100%; text-align:left"  colspan={{#if: {{{version|}}} | 6 | 5 }} {{!}}
{{#if: {{{additionaldata|}}} | {{!}} class="mw-collapsible mw-collapsed"  colspan={{#if: {{{version|}}} | 8 | 9 }} {{!}}
{{{description}}}  
{{{additionaldata}}} }}
{{{!}} class="mw-collapsible mw-collapsed wikitable" style="white-space:nowrap; margin-left: 4px; margin-right: auto; text-align: center"
{{{description}}} }}
{{!}}+ Additional Info  
</includeonly><noinclude>
!{{Tooltip | text=Invulnerability | hovertext=The period in which you can't be hit.}}
 
!{{Tooltip | text=Triggers IPS | hovertext=Whether this move triggers IPS.}}
!{{Tooltip | text=Triggers scaling | hovertext=Whether this move triggers combo scaling.}}
!{{Tooltip | text=Meter on whiff | hovertext=How much meter you gain when this move is used.}}
!{{Tooltip | text=Meter on hit | hovertext=How much meter you gain when this move hits.}}
{{!}}-
{{!}} {{#if: {{{invuln|}}} | {{{invuln}}} | none }}
{{!}} {{#if: {{{ips|}}} | {{{ips}}} | - }}
{{!}} {{#if: {{{scaling|}}} | {{{scaling}}} | - }}
{{!}} {{#if: {{{meterwhiff|}}} | {{{meterwhiff}}} | - }}
{{!}} {{#if: {{{meterhit|}}} | {{{meterhit}}} | - }}  
{{!}}-
{{#if: {{{additionalinfo|}}} | {{!}} style="width:100%; text-align:left" colspan=5 {{!}}
{{{additionalinfo}}} }}
{{!}}}
}}
</includeonly>
<noinclude>
Placeholder examples.
Placeholder examples.


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   |damage=4
   |damage=4
   |standdamage=1
   |standdamage=1
  |cancel = SP, SU, TA
   |invuln = none
   |invuln = none
  |ips = No
  |scaling = Yes
  |meterwhiff = 2
  |meterhit = 6
  |description=
Quick jab that can combo into most of your other normals. Can combo into s+j.B on airborne opponents. Somewhat alright as a close anti-air.
*Links into the majority of your other normals.
*Whiffs on some crouching characters.
}}
}}
<br>
{{MoveData
|image=Jotaro6B.png|frameless
|caption=Stanky Leg.
|name=6B
|data=
  {{AttackData-newHFTF
  |startup=5
  |active=5
  |recovery=13
  |hit=-1
  |block=-2
  |pushblock=-10
  |guard=Low
  |damage=9
  |standdamage=4
  |cancel=SP, SU, TA
   |description=
   |description=
*Quick jab that can combo into most of your other normals. Can combo into s+j.B on airborne opponents. Somewhat alright as a close anti-air.
Your main Stand Off hitconfirm. Excellent counterpoke.
*Links into the majority of your other normals. Whiffs on some crouching characters.
*Incredibly good poke, can combo into 214AA, 236S, 214B, even 214C.
   |additionaldata=he has sun glasses
*One of Jotaro's best buttons.
   |ips=Yes
  |scaling=Yes
  |meterwhiff=4
  |meterhit=5
  |additionalinfo=
  Jotaro's outstretched foot lacks an extended hurtbox.
    
    
}}
 
  }}
}}
}}
<br>
<br>
{{MoveData
|image=Boing623b.png
|name=Glass Shower
|input=623A/B/C
|data=
  {{AttackData-newHFTF
  |version=623A
  |startup=10
  |active= Until ceiling (Bullet)  Until ground (Glass)
  |recovery=32 Total
  |hit= varies
  |block= varies
  |pushblock= varies
  |guard=Mid (Bullet)  High (Glass)
  |damage= 12 (Bullet) 3 (Glass)
  |standdamage= 0 (Bullet) 6 (Glass)
  |cancel=
  }}
  {{AttackData-newHFTF
  |version=623B/C
  |startup=12
  |active= Until ceiling (Bullet)  Until ground (Glass)
  |recovery=33 Total
  |hit= varies
  |block= varies
  |pushblock= varies
  |guard=Mid (Bullet)  High (Glass)
  |damage= 12 (Bullet) 3 per hit (Glass)
  |standdamage= 0 (Bullet) 6 per hit (Glass)
  |cancel=
  |description=Fires an upwards shot, which creates a shower of falling glass upon hitting the ceiling. <br><br> While it can be used as a solid antiair and techchase tool, it really starts to shine when used in combination with your other projectiles, since the recovery allows Hoingo to move shortly after the glass spawns. The shards hit high, making it a key part of your strongest setups.
While the A version is a rare techchase and antiair option at best, the B and C versions are really good ways to encourage your opponent to move in certain ways. The B version is the one you'll be using most in setups and when punishing moves like DIO's teleports. The C version is a good way to cover a large part of the screen provided you get the move out safely, and the glass falls at the perfect spot to setup unblockables against roll-happy opponents and ones knocked down by Truck.
  |ips=No (Bullet) Yes (Glass)
  |scaling=No (Bullet) Yes (Glass)
  |meterwhiff = 0
  |meterhit=0 (Bullet) 4 per hit (Glass)
  }}
}}


</noinclude>
</noinclude>


[[Category:JoJo's Bizarre Adventure]]
[[Category:JoJo's Bizarre Adventure]]

Latest revision as of 10:51, 13 January 2025


Placeholder examples.

5A
HFTF NewKakyoin (66)5A.png
Anti-air
Startup Active Recovery Base Damage Stand Damage
3 2 2 4 1
Guard Hit Adv. Block Adv. Pushblock Adv. Cancel Options
Mid +5 +7 +4 SP, SU, TA

Quick jab that can combo into most of your other normals. Can combo into s+j.B on airborne opponents. Somewhat alright as a close anti-air.

  • Links into the majority of your other normals.
  • Whiffs on some crouching characters.
Additional Info
Invulnerability Triggers IPS Triggers scaling Meter on whiff Meter on hit
none No Yes 2 6


6B
Jotaro6B.png
Stanky Leg.
Startup Active Recovery Base Damage Stand Damage
5 5 13 9 4
Guard Hit Adv. Block Adv. Pushblock Adv. Cancel Options
Low -1 -2 -10 SP, SU, TA

Your main Stand Off hitconfirm. Excellent counterpoke.

  • Incredibly good poke, can combo into 214AA, 236S, 214B, even 214C.
  • One of Jotaro's best buttons.
Additional Info
Invulnerability Triggers IPS Triggers scaling Meter on whiff Meter on hit
none Yes Yes 4 5

Jotaro's outstretched foot lacks an extended hurtbox.


Glass Shower
623A/B/C
Boing623b.png
623A Startup Active Recovery Base Damage Stand Damage
10 Until ceiling (Bullet) Until ground (Glass) 32 Total 12 (Bullet) 3 (Glass) 0 (Bullet) 6 (Glass)
Guard Hit Adv. Block Adv. Pushblock Adv. Cancel Options
Mid (Bullet) High (Glass) varies varies varies -
623B/C Startup Active Recovery Base Damage Stand Damage
12 Until ceiling (Bullet) Until ground (Glass) 33 Total 12 (Bullet) 3 per hit (Glass) 0 (Bullet) 6 per hit (Glass)
Guard Hit Adv. Block Adv. Pushblock Adv. Cancel Options
Mid (Bullet) High (Glass) varies varies varies -

Fires an upwards shot, which creates a shower of falling glass upon hitting the ceiling.

While it can be used as a solid antiair and techchase tool, it really starts to shine when used in combination with your other projectiles, since the recovery allows Hoingo to move shortly after the glass spawns. The shards hit high, making it a key part of your strongest setups. While the A version is a rare techchase and antiair option at best, the B and C versions are really good ways to encourage your opponent to move in certain ways. The B version is the one you'll be using most in setups and when punishing moves like DIO's teleports. The C version is a good way to cover a large part of the screen provided you get the move out safely, and the glass falls at the perfect spot to setup unblockables against roll-happy opponents and ones knocked down by Truck.

Additional Info
Invulnerability Triggers IPS Triggers scaling Meter on whiff Meter on hit
none No (Bullet) Yes (Glass) No (Bullet) Yes (Glass) 0 0 (Bullet) 4 per hit (Glass)