(1f of added to description of startup) |
(complete overhaul of the HFTF move card template to include a collapsible table for additional, more in-depth info ala dustloop wiki among other things) |
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<includeonly>|- style="font-size:80%; line-height:1em" | <includeonly>|- style="font-size:80%; line-height:1em" | ||
{{#if: {{{version|}}} | ! style="font-size:125%; min-width:70px;" rowspan= | {{#if: {{{version|}}} | ! style="font-size:125%; min-width:70px;" rowspan=4 {{!}} {{{version}}}{{#if: {{{subtitle|}}} | <br><small>{{{subtitle}}}</small> }} }} | ||
! style="width:20%" | {{Tooltip| text=Startup | hovertext=Amount of frames before the move becomes active +1, including the 1st active frame.}} | ! style="width:20%" | {{Tooltip| text=Startup | hovertext=Amount of frames before the move becomes active +1, including the 1st active frame.}} | ||
! style="width:20%" | {{Tooltip| text=Active | hovertext=Amount of frames the move is active for.}} | ! style="width:20%" | {{Tooltip| text=Active | hovertext=Amount of frames the move is active for.}} | ||
! style="width:20%" | {{Tooltip| text=Recovery | hovertext=Amount of frames the move takes to recover after it's last active hitbox.}} | ! style="width:20%" | {{Tooltip| text=Recovery | hovertext=Amount of frames the move takes to recover after it's last active hitbox.}} | ||
! style="width:20%" | {{Tooltip| text=Damage | ! style="width:20%" | {{Tooltip| text=Base Damage | hovertext=The move's base damage before any modifiers like defense or scaling are applied.}} | ||
! style="width:20%" | {{Tooltip| text= | ! style="width:20%" | {{Tooltip| text=Stand Damage | hovertext=How much damage the move does to the Stand gauge.}} | ||
|- | |- | ||
| {{#if: {{{startup|}}} | {{{startup}}} |-}} | | {{#if: {{{startup|}}} | {{{startup}}} |-}} | ||
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| {{#if: {{{recovery|}}} | {{{recovery}}} |-}} | | {{#if: {{{recovery|}}} | {{{recovery}}} |-}} | ||
| {{#if: {{{damage|}}} | {{{damage}}} |-}} | | {{#if: {{{damage|}}} | {{{damage}}} |-}} | ||
| {{#if: {{{ | | {{#if: {{{standdamage|}}} | {{{standdamage}}} |-}} | ||
|- | |- | ||
! style="width:20%" | {{Tooltip| text=Guard | hovertext=Whether the move needs to be blocked high, low or mid.}} | |||
! style="width:20%" | {{Tooltip| text=Hit Adv. | hovertext=How many frames you can move before the opponent after hitting the opponent.}} | ! style="width:20%" | {{Tooltip| text=Hit Adv. | hovertext=How many frames you can move before the opponent after hitting the opponent.}} | ||
! style="width:20%" | {{Tooltip| text=Block Adv. | hovertext=Same as hit advantage, except for when the move is blocked.}} | ! style="width:20%" | {{Tooltip| text=Block Adv. | hovertext=Same as hit advantage, except for when the move is blocked.}} | ||
! style="width:20%" | {{Tooltip| text=Pushblock Adv. | hovertext=Like the other advantages, except when the attack is pushblocked.
Pushblock advantage calculated as if pushblocked on the same frame a move is blocked.}} | ! style="width:20%" | {{Tooltip| text=Pushblock Adv. | hovertext=Like the other advantages, except when the attack is pushblocked.
Pushblock advantage calculated as if pushblocked on the same frame a move is blocked.}} | ||
! style="width:20%" | {{Tooltip| text=Cancel | ! style="width:20%" | {{Tooltip| text=Cancel Options | hovertext=What this move can be cancelled into.}} | ||
|- | |- | ||
| {{#if: {{{guard|}}} | {{{guard}}} |-}} | |||
| {{#if: {{{hit|}}} | {{{hit}}} |-}} | | {{#if: {{{hit|}}} | {{{hit}}} |-}} | ||
| {{#if: {{{block}}} | {{{block}}} |-}} | | {{#if: {{{block}}} | {{{block}}} |-}} | ||
| {{#if: {{{pushblock|}}} | {{{pushblock}}} |-}} | | {{#if: {{{pushblock|}}} | {{{pushblock}}} |-}} | ||
| {{#if: {{{cancel|}}} | {{{cancel}}} |-}} | | {{#if: {{{cancel|}}} | {{{cancel}}} |-}} | ||
|- | |- | ||
{{#if: {{{description|}}} | {{!}} class="mw-collapsible" style=" | {{#if: {{{description|}}} | {{!}} style="width:100%; text-align:left" colspan={{#if: {{{version|}}} | 6 | 5 }} {{!}} | ||
{{{ | {{{description}}} | ||
{{{!}} class="mw-collapsible mw-collapsed wikitable" style="white-space:nowrap; margin-left: 4px; margin-right: auto; text-align: center" | |||
{{!}}+ Additional Info | |||
!{{Tooltip | text=Invulnerability | hovertext=The period in which you can't be hit.}} | |||
!{{Tooltip | text=Triggers IPS | hovertext=Whether this move triggers IPS.}} | |||
!{{Tooltip | text=Triggers scaling | hovertext=Whether this move triggers combo scaling.}} | |||
!{{Tooltip | text=Meter on whiff | hovertext=How much meter you gain when this move is used.}} | |||
!{{Tooltip | text=Meter on hit | hovertext=How much meter you gain when this move hits.}} | |||
{{!}}- | |||
{{!}} {{#if: {{{invuln|}}} | {{{invuln}}} | none }} | |||
{{!}} {{#if: {{{ips|}}} | {{{ips}}} | - }} | |||
{{!}} {{#if: {{{scaling|}}} | {{{scaling}}} | - }} | |||
{{!}} {{#if: {{{meterwhiff|}}} | {{{meterwhiff}}} | - }} | |||
{{!}} {{#if: {{{meterhit|}}} | {{{meterhit}}} | - }} | |||
{{!}}- | |||
{{#if: {{{additionalinfo|}}} | {{!}} style="width:100%; text-align:left" colspan=5 {{!}} | |||
{{{additionalinfo}}} }} | |||
{{!}}} | |||
}} | |||
</includeonly> | |||
<noinclude> | |||
Placeholder examples. | Placeholder examples. | ||
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|name=5A | |name=5A | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-newHFTF | ||
|startup=3 | |startup=3 | ||
|active=2 | |active=2 | ||
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|guard=Mid | |guard=Mid | ||
|damage=4 | |damage=4 | ||
|cancel= | |standdamage=1 | ||
| | |cancel = SP, SU, TA | ||
|invuln = none | |||
|ips = No | |||
|scaling = Yes | |||
|meterwhiff = 2 | |||
|meterhit = 6 | |||
|description= | |description= | ||
Quick jab that can combo into most of your other normals. Can combo into s+j.B on airborne opponents. Somewhat alright as a close anti-air. | |||
*Links into the majority of your other normals. Whiffs on some crouching characters. | *Links into the majority of your other normals. | ||
*Whiffs on some crouching characters. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= | |image=Jotaro6B.png|frameless | ||
| | |caption=Stanky Leg. | ||
| | |name=6B | ||
|name= | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-newHFTF | ||
|startup=5 | |||
|active=5 | |||
|startup= | |||
|active= | |||
|recovery=13 | |recovery=13 | ||
|hit=-1 | |hit=-1 | ||
|block=- | |block=-2 | ||
|pushblock=- | |pushblock=-10 | ||
|guard= | |guard=Low | ||
|damage= | |damage=9 | ||
|cancel=SP, SU, TA | |standdamage=4 | ||
|cancel=SP, SU, TA | |||
|description= | |description= | ||
* | Your main Stand Off hitconfirm. Excellent counterpoke. | ||
*Incredibly good poke, can combo into 214AA, 236S, 214B, even 214C. | |||
*One of Jotaro's best buttons. | |||
|ips=Yes | |||
|scaling=Yes | |||
|meterwhiff=4 | |||
|meterhit=5 | |||
|additionalinfo= | |||
Jotaro's outstretched foot lacks an extended hurtbox. | |||
}} | }} | ||
}} | |||
<br> | <br> | ||
{{MoveData | |||
|image=Boing623b.png | |||
|name=Glass Shower | |||
|input=623A/B/C | |||
|data= | |||
{{AttackData-newHFTF | |||
|version=623A | |||
|startup=10 | |||
|active= Until ceiling (Bullet) Until ground (Glass) | |||
|recovery=32 Total | |||
|hit= varies | |||
|block= varies | |||
|pushblock= varies | |||
|guard=Mid (Bullet) High (Glass) | |||
|damage= 12 (Bullet) 3 (Glass) | |||
|standdamage= 0 (Bullet) 6 (Glass) | |||
|cancel= | |||
}} | |||
{{AttackData-newHFTF | |||
|version=623B/C | |||
|startup=12 | |||
|active= Until ceiling (Bullet) Until ground (Glass) | |||
|recovery=33 Total | |||
|hit= varies | |||
|block= varies | |||
|pushblock= varies | |||
|guard=Mid (Bullet) High (Glass) | |||
|damage= 12 (Bullet) 3 per hit (Glass) | |||
|standdamage= 0 (Bullet) 6 per hit (Glass) | |||
|cancel= | |||
|description=Fires an upwards shot, which creates a shower of falling glass upon hitting the ceiling. <br><br> While it can be used as a solid antiair and techchase tool, it really starts to shine when used in combination with your other projectiles, since the recovery allows Hoingo to move shortly after the glass spawns. The shards hit high, making it a key part of your strongest setups. | |||
While the A version is a rare techchase and antiair option at best, the B and C versions are really good ways to encourage your opponent to move in certain ways. The B version is the one you'll be using most in setups and when punishing moves like DIO's teleports. The C version is a good way to cover a large part of the screen provided you get the move out safely, and the glass falls at the perfect spot to setup unblockables against roll-happy opponents and ones knocked down by Truck. | |||
|ips=No (Bullet) Yes (Glass) | |||
|scaling=No (Bullet) Yes (Glass) | |||
|meterwhiff = 0 | |||
|meterhit=0 (Bullet) 4 per hit (Glass) | |||
}} | }} | ||
}} | }} | ||
</noinclude> | </noinclude> | ||
[[Category:JoJo's Bizarre Adventure]] | [[Category:JoJo's Bizarre Adventure]] |
Revision as of 11:10, 13 January 2025
Placeholder examples.
Startup | Active | Recovery | Base Damage | Stand Damage | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 2 | 2 | 4 | 1 | ||||||||||
Guard | Hit Adv. | Block Adv. | Pushblock Adv. | Cancel Options | ||||||||||
Mid | +5 | +7 | +4 | SP, SU, TA | ||||||||||
Quick jab that can combo into most of your other normals. Can combo into s+j.B on airborne opponents. Somewhat alright as a close anti-air.
|
Startup | Active | Recovery | Base Damage | Stand Damage | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 5 | 13 | 9 | 4 | |||||||||||||||
Guard | Hit Adv. | Block Adv. | Pushblock Adv. | Cancel Options | |||||||||||||||
Low | -1 | -2 | -10 | SP, SU, TA | |||||||||||||||
Your main Stand Off hitconfirm. Excellent counterpoke.
|
623A | Startup | Active | Recovery | Base Damage | Stand Damage | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
10 | Until ceiling (Bullet) Until ground (Glass) | 32 Total | 12 (Bullet) 3 (Glass) | 0 (Bullet) 6 (Glass) | |||||||||||
Guard | Hit Adv. | Block Adv. | Pushblock Adv. | Cancel Options | |||||||||||
Mid (Bullet) High (Glass) | varies | varies | varies | - | |||||||||||
623B/C | Startup | Active | Recovery | Base Damage | Stand Damage | ||||||||||
12 | Until ceiling (Bullet) Until ground (Glass) | 33 Total | 12 (Bullet) 3 per hit (Glass) | 0 (Bullet) 6 per hit (Glass) | |||||||||||
Guard | Hit Adv. | Block Adv. | Pushblock Adv. | Cancel Options | |||||||||||
Mid (Bullet) High (Glass) | varies | varies | varies | - | |||||||||||
Fires an upwards shot, which creates a shower of falling glass upon hitting the ceiling.
|