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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 = | | damage = 300 | ||
| chip = | | chip = | ||
| driveDamage = | | driveDamage = | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 3 | ||
| recovery = 7 | | recovery = 7 | ||
| invuln = | | invuln = | ||
| hitAdv = | | hitAdv = {{sf6-adv|VP|+4}} | ||
| blockAdv = | | blockAdv = {{sf6-adv|M|-1}} | ||
| guard = | | guard = LH | ||
| cancel = sp | | cancel = ch sp su | ||
| punish = | | react = 13 | ||
| hitstun = | | punish = {{sf6-adv|VP|+8}} | ||
| blockstun = | | 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 = | | damage = 300 | ||
| chip = | | chip = | ||
| driveDamage = | | driveDamage = | ||
| startup = 4 | | startup = 4 | ||
| active = | | active = 3 | ||
| recovery = 7 | | recovery = 7 | ||
| invuln = | | invuln = | ||
| hitAdv = | | hitAdv = {{sf6-adv|VP|+4}} | ||
| blockAdv = | | blockAdv = {{sf6-adv|M|-1}} | ||
| guard = | | guard = LH | ||
| cancel = sp | | cancel = ch sp su | ||
| punish = | | react = 13 | ||
| hitstun = | | punish = {{sf6-adv|VP|+8}} | ||
| blockstun = | | 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
|
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---|---|---|---|---|---|
5LP Standing Light Punch
|
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![]() File:SF6 Ken 5LP hb.png |
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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.) |