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* Throw — Unblockable on the ground. Can be avoided midair. | * Throw — Unblockable on the ground. Can be avoided midair. | ||
* Air Throw — Unblockable midair. Can be avoided on the ground. | * Air Throw — Unblockable midair. Can be avoided on the ground. | ||
* Counterhit - Unblockable if the opponent is hit with a non-projectile/helper attack. | |||
* Unblockable — Unblockable, period. | * Unblockable — Unblockable, period. | ||
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| IC Cancel || Instant Charge Cancellable || "Yes" indicates that this move can be cancelled with an instant change. | | IC Cancel || Instant Charge Cancellable || "Yes" indicates that this move can be cancelled with an instant change. | ||
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[[Category:Eternal Fighter ZERO]] | [[Category:Eternal Fighter ZERO]] |
Revision as of 04:28, 15 February 2007
Short Form | Long Form | Definition |
Move | Move Input | The input required to execute the move. All listings are in Numeric Notation. |
Hits | Number of Hits | The number of times the move will hit the opponent. |
Damage | Damage | The base amount of damage done by the move, before any multipliers or proration is factored in. However, for multi-hit moves, usually one lump sum which includes intra-hit proration will be used for simplicity. |
Guard | Guard | The way the opponent must act in order to avoid getting hit. The following entries are valid here:
Note: Even if a move cannot be blocked midair, it can still be recoil guarded midair as long as it is not unblockable. Any unblockable attack cannot be recoil guarded. |
Move Cancel | Move Cancellable | "Yes" indicates that this move can be cancelled into another move. |
Jump Cancel | Jump Cancellable | "Yes" indicates that this move can be cancelled into a jump. |
IC Cancel | Instant Charge Cancellable | "Yes" indicates that this move can be cancelled with an instant change. |