No edit summary |
Leviathean (talk | contribs) m (typofix.) |
||
Line 28: | Line 28: | ||
*High -- can be shielded standing or in the air, but not crouching. | *High -- can be shielded standing or in the air, but not crouching. | ||
*Low -- can be shielded crouching or in the air (!!), but not standing. | *Low -- can be shielded crouching or in the air (!!), but not standing. | ||
* | *Unshieldable -- can not be shielded in any state (including the air). | ||
|} | |} | ||
Note: Values in red are values that have changed between the arcade and PS2 revisions of MB:AC. All values should represent the latest version of the game. Changes from the arcade to PS2 version are available as part of the character's entry on the wiki. | Note: Values in red are values that have changed between the arcade and PS2 revisions of MB:AC. All values should represent the latest version of the game. Changes from the arcade to PS2 version are available as part of the character's entry on the wiki. | ||
[[Category:Melty Blood: Act Cadenza]] | [[Category:Melty Blood: Act Cadenza]] |
Latest revision as of 00:57, 14 August 2006
Short form | Long form | Definition |
Motion | Motion | The motion required to execute the move. All listings are in numeric notation. Please see the entry on MBAC's controls for a full explanation. |
Y.Damage | Yellow Damage | The base amount of damage done that can be (potentionaly) be recovered. It is called yellow damage because that is what that the corresponding part of the health bar is colored. |
R.Damage | Red Damage | The base amount of unrecoverable damage done. This is called red damage because that is what that the corresponding part of the health bar is colored. |
Meter Gained | Meter Gained | The base amount of magic circut gained when the move is performed. |
Startup | Startup | The number of frames of animation a move has before the first frame of impact occurs. The game runs at sixty frames per second. |
Proration | Proration | The scaling factor of this move. For most moves, the damage scaling will be set to this value once the move lands (after damage has been calculated for that hit) if the damage scaling is currently higher than this move. However, percentages listed with an R are relative scaling moves, and will instead multiply the current damage scaling by this percentage. |
Blocked | Blocked | The level one must block in order to not get hit. The following entries are valid here:
|
Shielded | Shielded | The level one must shield in order to successfully shield an attack. The following entries are valid:
|
Note: Values in red are values that have changed between the arcade and PS2 revisions of MB:AC. All values should represent the latest version of the game. Changes from the arcade to PS2 version are available as part of the character's entry on the wiki.