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<templatestyles src="SF6-ComboTable/styles.css"/> | <includeonly><templatestyles src="SF6-ComboTable/styles.css"/><table class="wikitable sortable sf6-combotable" border="1" style="margin: 1em auto 1em auto;" role="table"> | ||
<table class="wikitable sortable sf6-combotable" border="1" style="margin: 1em auto 1em auto;" role="table"> | |||
<tr class="sf6-combotable-header" role="row"> | <tr class="sf6-combotable-header" role="row"> | ||
<th role="columnheader">Combo</th> | <th role="columnheader">Combo</th> | ||
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</tr> | </tr> | ||
{{{Items|}}} | {{{Items|}}} | ||
</table> | </table></includeonly><noinclude> | ||
<noinclude> | |||
{{Documentation}} | {{Documentation}} | ||
[[Category:Templates]] | [[Category:Templates]] | ||
</noinclude> | </noinclude> |
Revision as of 21:37, 9 June 2023
Template DocumentationEdit This Documentation
Description
On large viewports, such as on maximized browsers, combo items will be rendered as a sortable wikitable. On smaller viewports, such as on mobile devices, combo items will be rendered in a responsive manner.
Usage
{{SF6-ComboTable | Stock = (Optional) Name of the character's unique resource. | Items = {{SF6-ComboTableItem | Combo = The series of inputs used to perform the combo. | Position = Positioning required for the combo. | Damage = Damage done by a combo. | Stocks = (Optional) Character specific resources expended to perform the combo. | Drive = Drive gauge expended to perform the combo. | Super = Super gauge expended to perform the combo. | Difficulty = Relative difficulty level of combo execution. | Notes = Any notes relevant to the combo. | Video = Video of combo execution. |}} }}
When creating a table with the optional Stocks column, the column name must be defined in the header, and every combo in the table must have a value for Stocks. To create an empty cell in the Stocks field set its value to
Example
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2P, 2MP > 28HK | Anywhere | 1860(2020) | 0 | 0 | [1] Very Easy | Can link 2MP into Double Shot (2MP~2MP) to trade damage for charge time. | |
2P, 2MP > 28HK > SU3 | Anywhere | 4260(4420) | 0 | 3 | [1] Very Easy | ||
2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK | Anywhere | 2616(2700) | 2 | 0 | [2] Easy | ||
2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK > SU3 | Anywhere | 4616(4700) | 2 | 3 | [2] Easy |
Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video | |
---|---|---|---|---|---|---|---|---|
236KK > 236236K | Anywhere | 3000 | 2 | 2 | Easy | |||
W.236KK, 236236P | Corner | 2960 | 1 | 2 | 1 | Easy | 1 Windclad projectile punish. | |
W.236KK, W.623HP | Corner | 2320 | 2 | 2 | 0 | Easy | 2 Windclad projectile punish. |
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