User:Alex Liu/sandbox: Difference between revisions

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(→‎Special Moves: Doesn't cause a strike, just goes straight into the wallbounce.)
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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.
}}


Movelist table size comparisons
{|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.
|-
|}


Current:
Survival Techniques Damage breakdown


<div class="movelist table">
Lv. 1-2: 20,000 + 40,000 x 2 + 50,000 x 4
  <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:40%;">{{{4}}}</div>
  </div>
</div>


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


<div class="movelist table">
Lv. 4: 35,000 + 20,000 x 6 + 40,000 x 4 + 70,000 + 50,000 x 3
  <div class="movelistHeader">
    <div class="cell" style="padding-left:10px;width:20%;">{{{1}}}</div>
    <div class="cell" style="width:30%;">{{{2}}}</div>
    <div class="cell right" style="width:15%;">{{{3}}}</div>
    <div class="cell" style="width:35%;">{{{4}}}</div>
  </div>
</div>
Frank West stuff


=== Normal Moves ===
Lv. 5: 38,500 + 22,000 x 6 + 44,000 x 4 + 77,000 + 55,000 x 3
 
{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Light | l | 48,000 <br> 52,800 (Lv. 5) |  }}
{{MoveListRow | Crouching Light | d + l | 45,000 <br> 49,500 (Lv. 5) |  }}
{{MoveListRow | Standing Medium | m | 60,000 <br> 68,000 (Lv. 3) <br> 45,000 x 3 (Lv. 4) <br> 49,500 x 3 (Lv. 5) | Inflicts chipdamage starting at Lv. 4 }}
{{MoveListRow | Crouching Medium | d + m | 58,000 <br> 63,000 (Lv. 3) <br> 43,000 x 3 (Lv. 4) <br> 47,300 x 3 (Lv. 5) | Inflicts chipdamage starting at Lv. 4 }}
{{MoveListRow | Standing Heavy | h | 70,000 <br> 90,000 (Lv. 3) <br> 45,000 x 5 (Lv. 4) <br> 45,000 x 5 (Lv. 5) | Inflicts chipdamage starting at Lv. 4 }}
{{MoveListRow | Crouching Heavy | d + h | 63,000 <br> 69,300 (Lv. 5)| low softknockdown }}
{{MoveListRow | Special | s | 80,000 <br> 90,000 (Lv. 3) <br> 100,000 (Lv. 4) <br> 110,000 (Lv. 5) | launch nocancel <br> Inflicts chipdamage starting at Lv. 4}}
{{MoveListRow | Object Throw | f + h | 50,000 <br> 80,000 (Lv. 3) <br> 100,000 (Lv. 4) <br> 110,000 (Lv. 5) | chipdamage <br> nocancel <br> proj }}
{{MoveListRow | Jumping Light | air l | 50,000 <br> 55,000 (Lv. 5) | high }}
{{MoveListRow | Jumping Medium | air m | 63,000 <br> 70,000 (Lv. 3) <br> 45,000 x 3 (Lv. 4) <br> 49,500 x 3 (Lv. 5) | high <br> Inflicts chipdamage starting at Lv. 4 }}
{{MoveListRow | Jumping Heavy | air h | 65,000 <br> 71,500 (Lv. 5) | high }}
{{MoveListRow | Jumping Special | air s | 70,000 <br> 90,000 (Lv. 3) <br> 110,000 (Lv. 4) <br> 121,000 (Lv. 5) | high aircombofinisher <br> Inflicts a groundbounce state starting at Lv. 3 <br> Inflicts chipdamage starting at Lv. 4}}
{{MoveListRow | Knee Drop | air d + h | 70,000 <br> 77,000 (Lv. 5) | high hardknockdown ; <br> Only delay on landing can <br> be canceled into <br> Specials and Hypers. }}
{{MoveListFooter}}
 
=== Throws ===
 
{{UMvC3MoveListHeader}}
{{MoveListRow | Forward Throw | f + h | 80,000 <br> 88,000 (Lv. 5) | throw hardknockdown }}
{{MoveListRow | Back Throw | b + h | 80,000 <br> 88,000 (Lv. 5) | throw hardknockdown }}
{{MoveListRow | Forward Air Throw | air f + h | 80,000 <br> 88,000 (Lv. 5) | airthrow hardknockdown }}
{{MoveListRow | Back Air Throw | air b + h | 80,000 <br> 88,000 (Lv. 5) | airthrow hardknockdown }}
{{MoveListFooter}}
 
=== Special Moves ===
 
{{UMvC3MoveListHeader}}
{{MoveListRow | Tools of Survival L | qcf + l | 30,000 x 4 <br> 35,000 x 8 (Lv. 3) <br> 25,000 x 10 (Lv. 4-5) | airok <br> Lv. 3 version ONLY causes a strk on the last hit }}
{{MoveListRow | Tools of Survival M | qcf + m | 90,000 <br> 120,000 (Lv. 3) <br> 30,000 x 8 (Lv. 4-5) | airok <br> wallbounce (caused only by the last hit when in Lv. 4 or 5)}}
{{MoveListRow | Tools of Survival H | qcf + h | 80,000 <br> 100,000 (Lv. 3) <br> 150,000 (Lv. 4-5) | airok otg <br> softknockdown <br> groundbounce }}
{{MoveListRow | Giant Swing (L) | qcb + l | 50,000 + 80,000 | Last hit causes a softknockdown }}
{{MoveListRow | Giant Swing (M) | qcb + m | 50,000 x 2 + 80,000 |  }}
{{MoveListRow | Giant Swing (H) | qcb + h | 50,000 x 3 + 80,000 |  }}
{{MoveListRow | Hammer Throw | charge b , f + atk | 80,000 | h version puts grounded opponents in a cptr state }}
{{MoveListRow | Snapshot | qcf + s | 10,000 | airok otg <br> proj <br> The core to Frank's level up mechanic. Gives Frank "experience points" based on the current number of hits in the hit counter. }}
{{MoveListRow | Bottoms Up | d , d + s | 0 | Doubles gained experience for 10 seconds. When the effect wears off, Frank performs a vomiting animation, which can only be canceled by activating X-Factor. Tagging Frank out will remove the effect but will also prevent Frank from vomitting when tagged back in.  }}
{{MoveListRow | Roundhouse Kick | dp + atk | 70,000 | Can only be performed at Lv. 2 or above. <br> l version is a feint. <br> m version puts opponent in a hardknockdown state. <br> h version hits low, puts opponents in a softknockdown state, and can otg }}
{{MoveListRow | Barrel Roll | atk + s | 0 | Can only be performed at Lv. 2 or above. Frank performs a quick combat roll that can pass through opponents. Useful for cross-ups and for passing through careless Hyper Combos to set up punishes with Survival Techniques. }}
{{MoveListFooter}}
 
===Hyper Moves===
 
{{UMvC3MoveListHeader}}
{{MoveListRow | Blue Light Special | qcf + atk + atk | 30,000 x (8~17) + 70,000 <br> 33,000 x (8~17) + 77,000 (Lv. 5) | otg softknockdown <br> Last hit causes wallbounce <br> Mash for more hits. }}
{{MoveListRow | Survival Techniques | qcb + atk + atk | 253,100 <br> 312,000 (Lv. 3) <br> 356,100 (Lv. 4-5) | softknockdown }}
{{MoveListRow | Funny Face Circuit | dp + atk + atk | 20,000 x 6 + 40,000 <br> + 100,000 | airthrow hardknockdown <br> The joystick/d-pad can be spun for more hits, though while doing so increases the damage of the move itself, it willdecrease the total damage of the followup combo. }}
{{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