Template:FrameData-SF6/Documentation: Difference between revisions

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| images = SF6_Ken_5LP.png, placeholder.png
| images = SF6_Ken_5LP.png, placeholder.png
| hitboxes = SF6_Ken_5LP_hb.png
| hitboxes = SF6_Ken_5LP_hb.png
| cost          =
| cost          =  
| damage = 30
| damage = 300
| chip          =
| chip          =  
| driveDamage  =  
| driveDamage  =  
| startup = 4
| startup = 4
| active = 2
| active = 3
| recovery = 7
| recovery = 7
| invuln        =
| invuln        =  
| hitAdv        = 5
| hitAdv        = {{sf6-adv|VP|+4}}
| blockAdv      = 2
| blockAdv      = {{sf6-adv|M|-1}}
| guard = H
| guard = LH
| cancel = sp, su
| cancel = ch sp su
| punish        =
| react        = 13
| hitstun      = 3
| punish        = {{sf6-adv|VP|+8}}
| blockstun    = 5
| hitstun      = 14
| notes        = Example notes.
| blockstun    = 9
| notes        = Example notes (specific chain properties, juggle properties, airborne/low profile frames, force stand/crouch, whiff on stand/crouch, damage scaling properties, properties vs. airborne opponents, crossup, gaps in hitstun/blockstun, etc.)
}}</pre>
}}</pre>


Line 56: Line 57:
| images = SF6_Ken_5LP.png, placeholder.png
| images = SF6_Ken_5LP.png, placeholder.png
| hitboxes = SF6_Ken_5LP_hb.png
| hitboxes = SF6_Ken_5LP_hb.png
| cost          =
| cost          =  
| damage = 30
| damage = 300
| chip          =
| chip          =  
| driveDamage  =  
| driveDamage  =  
| startup = 4
| startup = 4
| active = 2
| active = 3
| recovery = 7
| recovery = 7
| invuln        =
| invuln        =  
| hitAdv        = 5
| hitAdv        = {{sf6-adv|VP|+4}}
| blockAdv      = 2
| blockAdv      = {{sf6-adv|M|-1}}
| guard = H
| guard = LH
| cancel = sp, su
| cancel = ch sp su
| punish        =
| react        = 13
| hitstun      = 3
| punish        = {{sf6-adv|VP|+8}}
| blockstun    = 5
| hitstun      = 14
| notes        = Example notes.
| blockstun    = 9
| notes        = Example notes (specific chain properties, juggle properties, airborne/low profile frames, force stand/crouch, whiff on stand/crouch, damage scaling properties, properties vs. airborne opponents, crossup, gaps in hitstun/blockstun, etc.)
}}
}}
<noinclude>
<noinclude>

Revision as of 18:55, 10 January 2023

{{FrameData-SF6 | chara = | moveId = | moveType =
| input		=
| name		=
| images	=
| hitboxes	=
| cost          =
| damage	=
| chip          =
| driveDamage   =
| startup	=
| active	=
| recovery	=
| invuln        =
| hitAdv        =
| blockAdv      =
| guard		=
| cancel	=
| punish        =
| hitstun       =
| blockstun     =
| notes         = 
}}

Usage

Stores values in the SF6_FrameData Cargo Table.

Example

{{FrameData-SF6 | chara = Ken | moveId = ken_5lp | moveType = normal
| input		= 5LP
| name		= Standing Light Punch
| images	= SF6_Ken_5LP.png, placeholder.png
| hitboxes	= SF6_Ken_5LP_hb.png
| cost          = 
| damage	= 300
| chip          = 
| driveDamage   = 
| startup	= 4
| active	= 3
| recovery	= 7
| invuln        = 
| hitAdv        = {{sf6-adv|VP|+4}}
| blockAdv      = {{sf6-adv|M|-1}}
| guard		= LH
| cancel	= ch sp su
| react         = 13
| punish        = {{sf6-adv|VP|+8}}
| hitstun       = 14
| blockstun     = 9
| notes         = Example notes (specific chain properties, juggle properties, airborne/low profile frames, force stand/crouch, whiff on stand/crouch, damage scaling properties, properties vs. airborne opponents, crossup, gaps in hitstun/blockstun, etc.)
}}
Ken
ken_5lp

5LP

Standing Light Punch
SF6 Ken 5LP.pngFile:Placeholder.png
File:SF6 Ken 5LP hb.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - LH ch sp su -
Startup Active Recovery Hitstun Blockstun Hitstop
4 3 7 14 9 -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
+4 -1
Notes
Example notes (specific chain properties, juggle properties, airborne/low profile frames, force stand/crouch, whiff on stand/crouch, damage scaling properties, properties vs. airborne opponents, crossup, gaps in hitstun/blockstun, etc.)