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{{#if:{{{version|}}}|! Version }} | {{#if:{{{version|}}}|! Version }} | ||
! height="25px" | <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="The base damage value of an attack. Chip damage values are in parentheses. Characters have | ! height="25px" | <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="The base damage value of an attack. Chip damage values are in parentheses. Characters have 97 health points (96 HP and can live on 0HP).">Damage</span> | ||
! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="How many stun/dizzy points an attack inflicts on hit. Different characters can take between 13 and 22 points before being stunned. After a character has been dizzied, they will require 8 additional dizzy points to stun again.">Stun</span> | ! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="How many stun/dizzy points an attack inflicts on hit. Different characters can take between 13 and 22 points before being stunned. After a character has been dizzied, they will require 8 additional dizzy points to stun again.">Stun</span><!-- | ||
-->{{#if:{{{range|}}}|!! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="The maximum distance (in pixels) away from the front of the opponent's collision box a throw can connect from.">Range</span> }} | |||
! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="<!-- | ! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="<!-- | ||
-->How this move must be blocked.
<!-- | -->How this move must be blocked.
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-->Low = Must be blocked crouching.
<!-- | -->Low = Must be blocked crouching.
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-->Overhead = Must be blocked standing.
<!-- | -->Overhead = Must be blocked standing.
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-->Throw = Cannot be blocked and targets the opponent's axis point (white cross).
<!-- | -->Throw = Cannot be blocked and targets the opponent's axis point (center of white cross).
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-->>Guard</span> | -->>Guard</span> | ||
! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="The amount of frames it takes until a move can hit the opponent, including the first active frame.">Startup</span> | ! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="The amount of frames it takes until a move can hit the opponent, including the first active frame.">Startup</span> | ||
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! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="The amount of frames a character must wait to become actionable again after their move is no longer active.">Recovery</span> | ! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="The amount of frames a character must wait to become actionable again after their move is no longer active.">Recovery</span> | ||
! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="The total number of frames a move takes to complete.">Total</span> | ! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="The total number of frames a move takes to complete.">Total</span> | ||
! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="The amount of frames between the moment the attacker recovers from their move and the moment the defender recovers from hitstun. The opponent is invincible during the last frame of hitstun, so link combos require a move | ! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="The amount of frames between the moment the attacker recovers from their move and the moment the defender recovers from hitstun when the move connects as early as possible. Positive values mean the attacker recovers first and negative values mean the defender recovers first. The opponent is invincible during the last frame of hitstun, so link combos require a move at least 1 frame less startup than a given + value.">Hit Adv</span> | ||
! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="The amount of frames between the moment the attacker recovers from their move and the moment the defender recovers from blockstun. | ! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="The amount of frames between the moment the attacker recovers from their move and the moment the defender recovers from blockstun when the move connects as early as possible. Positive values mean the attacker recovers first and negative values mean the defender recovers first. The opponent is invincible during the last frame of hitstun, so linked moves must have at least 1 frame less startup than a given + value to be a true blockstring.">Block Adv</span> | ||
! Property | ! <span style="color: lightseagreen; cursor:help; border-bottom: 1px dotted #20B2AA" title="<!-- | ||
-->Unique attributes of the move and, if applicable, the frames during which they occur.
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-->
<!-- | |||
-->Cancel = Can be cancelled into a special move after hitting or being blocked.
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-->Kara Cancel = In addition to the above, can also be cancelled during specific frames regardless of hit or whiff (usually the very first frame(s)).
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-->Lane Shift = Sends the opponent to the other lane on hit.
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-->Air KD = Knocks down an airborne opponent on hit instead of having them land on their feet.
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-->Invincible = Character has no hurtbox, rendering them immune to strikes.
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-->Throw Invincible = Character cannot be thrown.
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-->Upper-Body Invuln = Character's hurtbox is significantly shorter than normal.
<!-- | |||
-->Lower-Body Invuln = Character's hurtbox doesn't extend as low as normal.
<!-- | |||
-->>Property</span> | |||
<noinclude> | <noinclude> | ||
==Usage== | ==Usage== |
Latest revision as of 06:48, 7 May 2025
! height="25px" | Damage ! Stun ! Guard ! Startup ! Active ! Recovery ! Total ! Hit Adv ! Block Adv ! Property
Usage
Determines the columns to be used for Fatal Fury Special move lists.