Template:AttackData-HFTF: 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=4 {{!}} {{{version}}}{{#if: {{{subtitle|}}} | <br><small>{{{subtitle}}}</small> }} }}
{{#if: {{{version|}}} | ! style="font-size:125%; min-width:70px;" rowspan=2 {{!}} {{{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.}}
{{#if: {{{noheader|}}} | |
! style="width:20%" | {{Tooltip| text=Active            | hovertext=Amount of frames the move is active for.}}
! style="width:10%" {{!}} {{Tooltip| text=Startup          | hovertext=Amount of frames before the move becomes active +1, including the 1st active frame.}}
! style="width:20%" | {{Tooltip| text=Recovery          | hovertext=Amount of frames the move takes to recover after it's last active hitbox.}}
! style="width:10%" {{!}} {{Tooltip| text=Active            | hovertext=Amount of frames the move is active for.}}
! style="width:20%" | {{Tooltip| text=Base Damage      | hovertext=The move's base damage before any modifiers like defense or scaling are applied.}}
! style="width:10%" {{!}} {{Tooltip| text=Recovery          | hovertext=Amount of frames the move takes to recover after it's last active hitbox.}}
! style="width:20%" | {{Tooltip| text=Stand Damage      | hovertext=How much damage the move does to the Stand gauge.}}
! style="width:10%" {{!}} {{Tooltip| text=Base Damage      | hovertext=The move's base damage before any modifiers like defense or scaling are applied.}}
! style="width:10%" {{!}} {{Tooltip| text=Stand Damage      | hovertext=How much damage the move does to the Stand gauge.}}
! style="width:10%" {{!}} {{Tooltip| text=Guard            | hovertext=Whether the move needs to be blocked high, low or mid.}}
! style="width:10%" {{!}} {{Tooltip| text=Hit Adv.          | hovertext=How many frames you can move before the opponent after hitting the opponent.}}
! style="width:10%" {{!}} {{Tooltip| text=Block Adv.        | hovertext=Same as hit advantage, except for when the move is blocked.}}
! style="width:10%" {{!}} {{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.}}
}}
|-
|-
| {{#if: {{{startup|}}}        | {{{startup}}}          |-}}
| {{#if: {{{startup|}}}        | {{{startup}}}          |-}}
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| {{#if: {{{recovery|}}}        | {{{recovery}}}          |-}}
| {{#if: {{{recovery|}}}        | {{{recovery}}}          |-}}
| {{#if: {{{damage|}}}          | {{{damage}}}            |-}}
| {{#if: {{{damage|}}}          | {{{damage}}}            |-}}
| {{#if: {{{standdamage|}}}    | {{{standdamage}}}             |-}}
| {{#if: {{{standdamage|}}}    | {{{standdamage}}}       |-}}
|-
| {{#if: {{{guard|}}}          | {{{guard}}}             |-}}
! 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=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=Cancel Options          | hovertext=What this move can be cancelled into.}}
|-
| {{#if: {{{guard|}}}          | {{{guard}}}       |-}}
| {{#if: {{{hit|}}}            | {{{hit}}}              |-}}
| {{#if: {{{hit|}}}            | {{{hit}}}              |-}}
| {{#if: {{{block}}}            | {{{block}}}            |-}}
| {{#if: {{{block}}}            | {{{block}}}            |-}}
| {{#if: {{{pushblock|}}}      | {{{pushblock}}}        |-}}
| {{#if: {{{pushblock|}}}      | {{{pushblock}}}        |-}}
| {{#if: {{{cancel|}}}          | {{{cancel}}}            |-}}
|-
|-
{{#if: {{{description|}}} | {{!}} style="width:100%; text-align:left"  colspan={{#if: {{{version|}}} | 6 | 5 }} {{!}}
{{#if: {{{description|}}} | {{!}} style="width:100%; text-align:left"  colspan={{#if: {{{version|}}} | 10 | 9 }} {{!}}
{{{description}}}  
{{{description}}}  
{{{!}} class="mw-collapsible mw-collapsed wikitable" style="white-space:nowrap; margin-left: 4px; margin-right: auto; text-align: center"
{{{!}} class="mw-collapsible mw-collapsed wikitable" style="white-space:nowrap; margin-left: 4px; margin-right: auto; max-width: 10%; text-align: center"
{{!}}+ Additional Info   
{{!}}+ Additional Info   
!{{Tooltip | text=Invulnerability | hovertext=The period in which you can't be hit.}}
! style="width:16%" {{!}} {{Tooltip | text=Invulnerability | hovertext=The period in which you can't be hit.}}
!{{Tooltip | text=Triggers IPS | hovertext=Whether this move triggers IPS.}}
! style="width:16%" {{!}} {{Tooltip | text=Cancel | hovertext=What this move can be cancelled into.}}
!{{Tooltip | text=Triggers scaling | hovertext=Whether this move triggers combo scaling.}}
! style="width:16%" {{!}} {{Tooltip | text=Triggers IPS | hovertext=Whether this move triggers IPS.}}
!{{Tooltip | text=Meter on whiff | hovertext=How much meter you gain when this move is used.}}
! style="width:16%" {{!}} {{Tooltip | text=Triggers scaling | hovertext=Whether this move triggers combo scaling.}}
!{{Tooltip | text=Meter on hit | hovertext=How much meter you gain when this move hits.}}
! style="width:16%" {{!}} {{Tooltip | text=Meter on whiff | hovertext=How much meter you gain when this move is used.}}
! style="width:16%" {{!}} {{Tooltip | text=Meter on hit | hovertext=How much meter you gain when this move hits.}}
{{!}}-
{{!}}-
{{!}} {{#if: {{{invuln|}}} | {{{invuln}}} | None }}  
{{!}} {{#if: {{{invuln|}}} | {{{invuln}}} | None }}  
{{!}} {{#if: {{{cancel|}}} | {{{cancel}}} | - }}
{{!}} {{#if: {{{ips|}}} | {{{ips}}} | - }}  
{{!}} {{#if: {{{ips|}}} | {{{ips}}} | - }}  
{{!}} {{#if: {{{scaling|}}} | {{{scaling}}} | - }}  
{{!}} {{#if: {{{scaling|}}} | {{{scaling}}} | - }}  
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{{!}} {{#if: {{{meterhit|}}} | {{{meterhit}}} | - }}  
{{!}} {{#if: {{{meterhit|}}} | {{{meterhit}}} | - }}  
{{!}}-
{{!}}-
{{#if: {{{additionalinfo|}}} | {{!}} style="width:100%; text-align:left" colspan=5 {{!}}
{{#if: {{{additionalinfo|}}} | {{!}} style="text-align:left;max-width: 10%" colspan = 6 {{!}}
{{{additionalinfo}}} }}
{{{additionalinfo}}} }}
{{!}}}
{{!}}}
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<noinclude>
<noinclude>
Placeholder examples.
Placeholder examples.
{{MoveData
|image=Jotaro214abc.png|frameless
|name=Blazing Strike<br>214A/B/C
|data=
  {{AttackData-HFTF
  |version=214A
  |startup=14-18
  |active=2
  |recovery=15 Total [0]
  |hit=+30-34
  |block=+18-22
  |pushblock=+17-21
  |guard=Mid
  |damage=10
  }}
  {{AttackData-HFTF
  |version=214B
  |startup=14-18
  |active=2
  |recovery=15 Total [0]
  |hit=+30-34
  |block=+18-22
  |pushblock=+17-21
  |guard=Mid
  |damage=10
  |noheader=y
  }}
  {{AttackData-HFTF
  |noheader=y
  |version=214C
  |startup=14-18
  |active=2
  |recovery=15 Total [0]
  |hit=+30-34
  |block=+18-22
  |pushblock=+17-21
  |guard=Mid
  |damage=10
  |description=Star Platinum rushes forward before delivering a punch. A very useful special both in combos and pressure, as well as a rare neutral tool when used as a makeshift fireball. 214B will be the version you'll use the most and is the basis of your Stand OFF combos.
  }}
}}


{{MoveData
{{MoveData
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|name=5A
|name=5A
|data=
|data=
   {{AttackData-newHFTF
   {{AttackData-HFTF
   |startup=3
   |startup=3
   |active=2
   |active=2
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|name=6B
|name=6B
|data=
|data=
   {{AttackData-newHFTF
   {{AttackData-HFTF
   |startup=5
   |startup=5
   |active=5
   |active=5
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   |meterhit=5
   |meterhit=5
   |additionalinfo=
   |additionalinfo=
   Jotaro's outstretched foot lacks an extended hurtbox.
   Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox.
    
    
    
    
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<br>
<br>
{{MoveData
{{MoveData
|image=Boing623b.png
|image=HFTF-boingo-623X.png
|name=Glass Shower
|name=Glass Shower
|input=623A/B/C
|input=623A/B/C
|data=
|data=
   {{AttackData-newHFTF
   {{AttackData-HFTF
   |version=623A
   |version=623A
   |startup=10
   |startup=10
   |active= Until ceiling (Bullet)  Until ground (Glass)
   |active= Until ground [Until Ceil.]
   |recovery=32 Total
   |recovery=32 Total
   |hit= varies
   |hit= varies
   |block= varies
   |block= varies
   |pushblock= varies
   |pushblock= varies
   |guard=Mid (Bullet)  High (Glass)
   |guard=High [Mid]
   |damage= 12 (Bullet) 3 (Glass)
   |damage= 3×N [12]
   |standdamage= 0 (Bullet) 6 (Glass)
   |standdamage= 6×N [0]
   |cancel=  
   |cancel=  
   }}
   }}
   {{AttackData-newHFTF
   {{AttackData-HFTF
   |version=623B/C
   |version=623B/C
   |startup=12
   |startup=12
   |active= Until ceiling (Bullet)  Until ground (Glass)
   |active= Until ground [Until Ceil.]
   |recovery=33 Total
   |recovery=33 Total
   |hit= varies
   |hit= varies
   |block= varies
   |block= varies
   |pushblock= varies
   |pushblock= varies
   |guard=Mid (Bullet)  High (Glass)
   |guard=High [Mid]
   |damage= 12 (Bullet) 3 per hit (Glass)
   |damage= 3×N [12]
   |standdamage= 0 (Bullet) 6 per hit (Glass)
   |standdamage= 6×N [0]
   |cancel=  
   |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.
  |noheader=y
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.
   |description=Fires an upwards shot, which creates a shower of falling glass upon hitting the ceiling. <br>
   |ips=No (Bullet) Yes (Glass)
A version fires straight up, B fires just in front of Boingo, C fires around half a screen away.<br>
   |scaling=No (Bullet) Yes (Glass)
Core setup tool. Finds occasional use as an antiair or techchase option. Strong when combined with your other projectiles, as Boingo recovers shortly after the glass spawns. The glass hits overhead, making it a key part of your best setups and okizeme.<br>
'''623B''' is the easiest to use in setups. '''623C''' is a good way to cover a large part of the screen, and the glass falls at the perfect spot to setup unblockables by combining it with '''236C''' / '''236AC'''. <br>
*The glass shards do a lot of chip and Stand Gauge damage, build lots of meter, and have a notoriously weird preblock activation range, causing opponents to get stuck while trying to walk while the glass is out.
*Data in [] indicate values for the bullet.
   |ips=Yes [No]
   |scaling=Yes [No]
   |meterwhiff = 0
   |meterwhiff = 0
   |meterhit=0 (Bullet) 4 per hit (Glass)
   |meterhit=4×N [0]
  |additionalinfo=
  {{{!}} class="mw-collapsible mw-collapsed wikitable" style="white-space:nowrap; margin-left: 4px; margin-right: auto; text-align: center"
{{!}}+ Frame Advantage Chart
!{{Tooltip | text=Character | hovertext=Character.}}
!{{Tooltip | text=Time for Glass to hit | hovertext=How much time is needed for the glass shards to hit after the move is input.}}
{{!}}-
{{!}} {{CharacterLabel-HFTF|Old Joseph}}
{{!}} 38
{{!}}-
{{!}} {{CharacterLabel-HFTF| Polnareff}}
{{!}} 36 [38]
{{!}}-
{{!}} {{CharacterLabel-HFTF| Rubber Soul}}
{{!}} 36 [40]
{{!}}-
{{!}} style="width:100%; text-align:left" colspan=5 {{!}} * Data in brackets is for crouching opponents.
{{!}}}
   }}
   }}
}}
}}

Latest revision as of 17:01, 21 January 2025


Placeholder examples.

Blazing Strike
214A/B/C
Jotaro214abc.png
214A Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
14-18 2 15 Total [0] 10 - Mid +30-34 +18-22 +17-21
214B
14-18 2 15 Total [0] 10 - Mid +30-34 +18-22 +17-21
214C
14-18 2 15 Total [0] 10 - Mid +30-34 +18-22 +17-21

Star Platinum rushes forward before delivering a punch. A very useful special both in combos and pressure, as well as a rare neutral tool when used as a makeshift fireball. 214B will be the version you'll use the most and is the basis of your Stand OFF combos.

Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None - - - - -
5A
HFTF NewKakyoin (66)5A.png
Anti-air
Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
3 2 2 4 1 Mid +5 +7 +4

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 Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
none SP, SU, TA No Yes 2 6


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

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 Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None SP, SU, TA Yes Yes 4 5

Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox. Jotaro's outstretched foot lacks an extended hurtbox.


Glass Shower
623A/B/C
HFTF-boingo-623X.png
623A Startup Active Recovery Base Damage Stand Damage Guard Hit Adv. Block Adv. Pushblock Adv.
10 Until ground [Until Ceil.] 32 Total 3×N [12] 6×N [0] High [Mid] varies varies varies
623B/C
12 Until ground [Until Ceil.] 33 Total 3×N [12] 6×N [0] High [Mid] varies varies varies

Fires an upwards shot, which creates a shower of falling glass upon hitting the ceiling.
A version fires straight up, B fires just in front of Boingo, C fires around half a screen away.
Core setup tool. Finds occasional use as an antiair or techchase option. Strong when combined with your other projectiles, as Boingo recovers shortly after the glass spawns. The glass hits overhead, making it a key part of your best setups and okizeme.
623B is the easiest to use in setups. 623C is a good way to cover a large part of the screen, and the glass falls at the perfect spot to setup unblockables by combining it with 236C / 236AC.

  • The glass shards do a lot of chip and Stand Gauge damage, build lots of meter, and have a notoriously weird preblock activation range, causing opponents to get stuck while trying to walk while the glass is out.
  • Data in [] indicate values for the bullet.
Additional Info
Invulnerability Cancel Triggers IPS Triggers scaling Meter on whiff Meter on hit
None - Yes [No] Yes [No] 0 4×N [0]