User:Alex Liu/sandbox: Difference between revisions

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(Trying to organize Frank West move tables into something easier to follow)
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I will be doing tests on this page.
I will be doing tests on this page.


<div class="movelist table">
Template table:
  <div class="movelistHeader">
    <div class="cell" style="padding-left:10px;width:20%;">{{{1}}}</div>
    <div class="cell" style="width:25%;">{{{2}}}</div>
    <div class="cell right" style="width:15%;">{{{3}}}</div>
    <div class="cell" style="width:20%;">{{{4}}}</div>
    <div class="cell" style="width:20%;">{{{5}}}</div>
  </div>


<div class="row {{{6}}}">
{{UMvC3MoveListRow2.0
  <div class="moveListCell" style="width:20%;">{{{1}}}</div>
|photo=[[File:Crouchingl2.gif]]
  <div class="moveListCell" style="width:25%;">{{#motion: {{{2}}} }}</div>
|name=Crouching Light
  <div class="moveListCell right" style="width:15%;">{{#motion: {{{3}}} }}</div>
|command=d + l
  <div class="moveListCell" style="width:20%;">{{#motion: {{{4}}} }}</div>
|damage=28,000
  <div class="moveListCell" style="width:20%;">{{{5}}}</div>
|hit=Low
</div>
|properties=
|notes=Very strong normal. It has incredible startup speed, and it can be rapid fired. This is a very good normal for mashing, especially in sword/bead stance which lack good closeup options. This is the main <nowiki>low</nowiki> threat from Ammy.
}}


Frank West stuff
{|class="wikitable" style="width:900px;"
|- style="font-weight: bold;"
|style="width:200px; height=150px; font-size:115%;" align="center"|<b>{{#motion: Crouching l}}</b>
|style="width:150px;"|Damage
|style="width:150px;"|Guard
|style="width:200px;"|Properties
|style="width:60px;"|Startup
|style="width:60px;"|Active
|style="width:60px;"|Recovery
|style="width:60px;"|On Hit
|style="width:60px;"|On Block
|-
|align="center" rowspan="2"|[[File:Crouchingl2.gif]]
|28,000
|{{#motion: low }}
|{{#motion: }}
|4
|2
|12
|<nowiki>-2</nowiki>
|<nowiki>-2</nowiki>
|-
|colspan="8"|Very strong normal. It has incredible startup speed, and it can be rapid fired. This is a very good normal for mashing, especially in sword/bead stance which lack good closeup options. This is the main <nowiki>low</nowiki> threat from Ammy.
|-
|}


=== Normal Moves ===
Survival Techniques Damage breakdown


==== All Levels ====
Lv. 1-2: 20,000 + 40,000 x 2 + 50,000 x 4
{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Light | l | 48,000 |  }}
{{MoveListRow | Crouching Light | d + l | 45,000 |  }}
{{MoveListRow | Crouching Heavy | d + h | 63,000 | low softknockdown }}
{{MoveListRow | Jumping Light | air l | 50,000 | high }}
{{MoveListRow | Jumping Heavy | air h | 65,000 | high }}
{{MoveListRow | Knee Drop | air d + h | 75,000 | high hardknockdown ; <br> Only delay on landing can <br> be canceled into <br> Specials and Hypers. }}
{{MoveListFooter}}
===== Level 1 / Level 2 =====
{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Medium | m | 60,000 |  }}
{{MoveListRow | Crouching Medium | d + m | 58,000 |  }}
{{MoveListRow | Standing Heavy | h | 70,000 |  }}
{{MoveListRow | Special | s | 80,000 | launch nocancel }}
{{MoveListRow | Object Throw | f + h | 50,000 | chipdamage <br> nocancel <br> proj }}
{{MoveListRow | Jumping Medium | air m | 63,000 | high }}
{{MoveListRow | Jumping Special | air s | 70,000 | high aircombofinisher }}
{{MoveListFooter}}
===== Level 3 =====
{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Medium | m | 68,000 |  }}
{{MoveListRow | Crouching Medium | d + m | 63,000 |  }}
{{MoveListRow | Standing Heavy | h | 90,000 |  }}
{{MoveListRow | Special | s | 90,000 | launch nocancel }}
{{MoveListRow | Object Throw | f + h | 80,000 | chipdamage <br> nocancel <br> proj }}
{{MoveListRow | Jumping Medium | air m | 70,000 | high }}
{{MoveListRow | Jumping Special | air s | 90,000 | high aircombofinisher <br> groundbounce softknockdown }}
{{MoveListFooter}}
===== Level 4 / Level 5 =====
{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Medium | m | 45,000 x 3 | chipdamage }}
{{MoveListRow | Crouching Medium | d + m | 43,000 x 3 | chipdamage }}
{{MoveListRow | Standing Heavy | h | 45,000 x 5 | chipdamage }}
{{MoveListRow | Special | s | 100,000 | launch chipdamage nocancel }}
{{MoveListRow | Object Throw | f + h | 75,000 | chipdamage <br> nocancel <br> proj }}
{{MoveListRow | Jumping Medium | air m | 45,000 x 3 | high chipdamage }}
{{MoveListRow | Jumping Special | air s | 110,000 | high chipdamage <br> aircombofinisher <br> groundbounce softknockdown }}
{{MoveListFooter}}


=== Throws ===
Lv. 3: 30,000 + 40,000 x 2 + 50,000 x 4 + 70,000


{{UMvC3MoveListHeader}}
Lv. 4: 35,000 + 20,000 x 6 + 40,000 x 4 + 70,000 + 50,000 x 3
{{MoveListRow | Forward Throw | f + h | 80,000 | throw hardknockdown }}
{{MoveListRow | Back Throw | b + h | 80,000 | throw hardknockdown }}
{{MoveListRow | Forward Air Throw | air f + h | 80,000 | airthrow hardknockdown }}
{{MoveListRow | Back Air Throw | air b + h | 80,000 | airthrow hardknockdown }}
{{MoveListFooter}}


=== Special Moves ===
Lv. 5: 38,500 + 22,000 x 6 + 44,000 x 4 + 77,000 + 55,000 x 3
 
===== Level 1 / Level 2 =====
{{UMvC3MoveListHeader}}
{{MoveListRow | Giant Swing (L) | qcb + l | 50,000 + 80,000 | softknockdown ;<br> softknockdown caused only by last hit }}
{{MoveListRow | Giant Swing (M) | qcb + m | 100,000 |  }}
{{MoveListRow | Giant Swing (H) | qcb + h | 100,000 |  }}
{{MoveListRow | Hammer Throw (L/M) | charge b , f + l / m | 80,000 |  }}
{{MoveListRow | Hammer Throw (H) | charge b , f + h | 80,000 | cptr (ground only) }}
{{MoveListRow | Snapshot | qcf + s | 10,000 | airok otg <br> proj }}
{{MoveListRow | Bottoms Up | d , d + s | 0 | Doubles gained experience. <br> After 10 seconds, Frank vomits. <br> Vomiting animation can only be canceled by activating X-Factor <br> Tag Frank out to make sober. }}
{{MoveListFooter}}
 
===== Level 2 and Above =====
{{UMvC3MoveListHeader}}
{{MoveListRow | Roundhouse Kick (L) | dp + l | 0 |  }}
{{MoveListRow | Roundhouse Kick (M) | dp + m | 70,000 | hardknockdown }}
{{MoveListRow | Roundhouse Kick (H) | dp + h | 70,000 | low otg <br> softknockdown }}
{{MoveListRow | Barrel Roll | atk + s | 0 |  }}
{{MoveListFooter}}
===== Level 1 / Level 2 =====
{{UMvC3MoveListHeader}}
{{MoveListRow | Tools of Survival (L) | qcf + l | 30,000 x 4 | airok }}
{{MoveListRow | Tools of Survival (M) | qcf + m | 90,000 | airok strk <br> wallbounce }}
{{MoveListRow | Tools of Survival (H) | qcf + h | 80,000 | airok otg <br> softknockdown <br> groundbounce }}
{{MoveListFooter}}
===== Level 3 =====
{{UMvC3MoveListHeader}}
{{MoveListRow | Tools of Survival (L) | qcf + l | 35,000 x 8 | airok strk ; <br> strk caused only by last hit }}
{{MoveListRow | Tools of Survival (M) | qcf + m | 120,000 | airok strk <br> wallbounce }}
{{MoveListRow | Tools of Survival (H) | qcf + h | 100,000 | airok otg <br> softknockdown <br> groundbounce }}
{{MoveListFooter}}
===== Level 4 / Level 5 =====
{{UMvC3MoveListHeader}}
{{MoveListRow | Tools of Survival (L) | qcf + l | 25,000 x 10 | airok }}
{{MoveListRow | Tools of Survival (M) | qcf + m | 30,000 x 8 | airok hardknockdown <br> wallbounce ; <br> wallbounce caused only by last hit }}
{{MoveListRow | Tools of Survival (H) | qcf + h | 150,000 | airok otg <br> softknockdown <br> groundbounce }}
{{MoveListFooter}}
 
===Hyper Moves===
 
===== All Levels =====
{{UMvC3MoveListHeader}}
{{MoveListRow | Blue Light Special | qcf + atk + atk | 30,000 x 8 + 70,000 | otg softknockdown <br> wallbounce ; Mashable. <br> wallbounce caused only by last hit. }}
{{MoveListFooter}}
===== Level 3 and Above =====
{{UMvC3MoveListHeader}}
{{MoveListRow | Funny Face Circuit | dp + atk + atk | 20,000 x 6 + 40,000 <br> + 100,000 | airthrow hardknockdown ; <br> Mashable. }}
{{MoveListFooter}}
===== Level 1 / Level 2 =====
{{UMvC3MoveListHeader}}
{{MoveListRow | Survival Techniques | qcb + atk + atk | 253,100 | softknockdown }}
{{MoveListFooter}}
===== Level 3 =====
{{UMvC3MoveListHeader}}
{{MoveListRow | Survival Techniques | qcb + atk + atk | 312,000 | softknockdown }}
{{MoveListFooter}}
===== Level 4 / Level 5 =====
{{UMvC3MoveListHeader}}
{{MoveListRow | Survival Techniques | qcb + atk + atk | 356,100 | softknockdown }}
{{MoveListFooter}}

Latest revision as of 23:05, 4 January 2015

I will be doing tests on this page.

Template table:

Crouching Light
d + l
Damage Guard Startup Active Recovery On Hit On Block Properties
Crouchingl2.gif 28,000 {{{guard}}} {{{startup}}} {{{active}}} {{{recovery}}} Low {{{block}}}
Very strong normal. It has incredible startup speed, and it can be rapid fired. This is a very good normal for mashing, especially in sword/bead stance which lack good closeup options. This is the main low threat from Ammy.
{{#motion: Crouching l}} Damage Guard Properties Startup Active Recovery On Hit On Block
Crouchingl2.gif 28,000 {{#motion: low }} {{#motion: }} 4 2 12 -2 -2
Very strong normal. It has incredible startup speed, and it can be rapid fired. This is a very good normal for mashing, especially in sword/bead stance which lack good closeup options. This is the main low threat from Ammy.

Survival Techniques Damage breakdown

Lv. 1-2: 20,000 + 40,000 x 2 + 50,000 x 4

Lv. 3: 30,000 + 40,000 x 2 + 50,000 x 4 + 70,000

Lv. 4: 35,000 + 20,000 x 6 + 40,000 x 4 + 70,000 + 50,000 x 3

Lv. 5: 38,500 + 22,000 x 6 + 44,000 x 4 + 77,000 + 55,000 x 3