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! {{Tooltip | text=Hit | hovertext=The attack's height, either High, Mid, or Low.
Highs whiff crouching players, regardless of hitbox size.
Highs and Mids can be high countered.
Lows can be low countered.}} | {{#ifeq:{{{header|yes}}}|yes|<!-- | ||
-->! {{Tooltip | text=Hit | hovertext=The attack's height, either High, Mid, or Low.
Highs whiff crouching players, regardless of hitbox size.
Highs and Mids can be high countered.
Lows can be low countered.}} | |||
! {{Tooltip | text=Startup | hovertext=The number of frames it takes for the first hurtbox to appear.}} | ! {{Tooltip | text=Startup | hovertext=The number of frames it takes for the first hurtbox to appear.}} | ||
! {{Tooltip | text=Active | hovertext=The number of frames a hurtbox is present.}} | ! {{Tooltip | text=Active | hovertext=The number of frames a hurtbox is present.}} | ||
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! {{Tooltip | text=Property | hovertext=Any special characteristics of the move, such as if it launches or stuns.}} | ! {{Tooltip | text=Property | hovertext=Any special characteristics of the move, such as if it launches or stuns.}} | ||
! {{Tooltip | text=Stance Change? | hovertext=Whether or not the character changes their footing following the attack.}} | ! {{Tooltip | text=Stance Change? | hovertext=Whether or not the character changes their footing following the attack.}} | ||
}} | |||
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| {{#if:{{{hit}}}|{{{hit}}}|-}} | | {{#if:{{{hit}}}|{{{hit}}}|-}} |
Revision as of 10:48, 28 April 2023
This template is for displaying Thrill-Kill specific move data within a {{MoveData}} template. The arguments are as follows:
- hit= - Use
,
, or
.
- startup= - The number of startup frames. The f is added automatically.
- active= - The number of active frames. The f is added automatically.
- recovery= - The number of recovery frames. The... ...you know the drill by now.
- damage= - The move's damage.
- range= - The number of game units long the longest hitbox is. The u is added for you.
- property= - Use
,
,
, and
.
- stance= - Either Yes or No, depending on if the character's footing changes after the move.
Preview
An example using Tormentor's Straight Jab: