Template:FrameData-SF6/Documentation: Difference between revisions

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

Revision as of 18:58, 10 January 2023

{{FrameData-SF6 | chara = | moveId = | moveType =
| input		= 
| name		= 
| images	= 
| hitboxes	= 
| cost          = 
| damage	= 
| chip          = 
| driveDamage   = 
| startup	= 
| active	= 
| recovery	= 
| invuln        = 
| hitAdv        = 
| blockAdv      = 
| guard		= 
| cancel	= 
| react         = 
| 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.)