User:Alex Liu/sandbox: Difference between revisions

From SuperCombo Wiki
(→‎Level 1 / Level 2: Work in progress. Probably need to widen margins.)
(→‎All Levels: Normals)
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{{MoveListRow | Crouching Light | d + l | 45,000 |  }}
{{MoveListRow | Crouching Light | d + l | 45,000 |  }}
{{MoveListRow | Standing Medium | m | 60,000 (Lv. 1-2) <br> 68,000 (Lv. 3) <br> 45,000 x 3 (Lv. 4-5) | chipdamage at Lv. 4-5 }}
{{MoveListRow | Standing Medium | m | 60,000 (Lv. 1-2) <br> 68,000 (Lv. 3) <br> 45,000 x 3 (Lv. 4-5) | chipdamage at Lv. 4-5 }}
{{MoveListRow | Crouching Medium | d + m | 58,000 |  }}
{{MoveListRow | Crouching Medium | d + m | 58,000 (Lv. 1-2) <br> 63,000 (Lv. 3) <br> 43,000 x 3 (Lv. 4-5) | chipdamage at Lv. 4-5 }}
{{MoveListRow | Crouching Medium | d + m | 63,000 |  }}
{{MoveListRow | Standing Heavy | h | 70,000 (Lv. 1-2) <br> 90,000 (Lv. 3) <br> 45,000 x 5 (Lv. 4-5) | chipdamage at Lv. 4-5 }}
{{MoveListRow | Crouching Medium | d + m | 43,000 x 3 | chipdamage }}
{{MoveListRow | Standing Heavy | h | 70,000 |  }}
{{MoveListRow | Standing Heavy | h | 90,000 |  }}
{{MoveListRow | Standing Heavy | h | 45,000 x 5 | chipdamage }}
{{MoveListRow | Crouching Heavy | d + h | 63,000 | low softknockdown }}
{{MoveListRow | Crouching Heavy | d + h | 63,000 | low softknockdown }}
{{MoveListRow | Special | s | 80,000 | launch nocancel }}
{{MoveListRow | Special | s | 80,000 (Lv. 1-2) <br> 90,000 (Lv. 3) <br> 100,000 (Lv. 4-5) | launch nocancel <br> chipdamage at Lv. 4-5 }}
{{MoveListRow | Special | s | 90,000 | launch nocancel }}
{{MoveListRow | Object Throw | f + h | 50,000 (Lv. 1-2) <br> 75,000 (Lv. 3) <br> 80,000 (Lv. 4-5) | chipdamage <br> nocancel <br> proj }}
{{MoveListRow | Special | s | 100,000 | launch chipdamage nocancel }}
{{MoveListRow | Object Throw | f + h | 50,000 | chipdamage <br> nocancel <br> proj }}
{{MoveListRow | Object Throw | f + h | 80,000 | chipdamage <br> nocancel <br> proj }}
{{MoveListRow | Object Throw | f + h | 75,000 | chipdamage <br> nocancel <br> proj }}
{{MoveListRow | Jumping Light | air l | 50,000 | high }}
{{MoveListRow | Jumping Light | air l | 50,000 | high }}
{{MoveListRow | Jumping Medium | air m | 63,000 | high }}
{{MoveListRow | Jumping Medium | air m | 63,000 (Lv. 1-2) <br> 70,000 (Lv. 3) <br> 45,000 x 3 (Lv. 4-5) | high <br> chipdamage at Lv. 4-5 }}
{{MoveListRow | Jumping Medium | air m | 70,000 | high }}
{{MoveListRow | Jumping Medium | air m | 45,000 x 3 | high chipdamage }}
{{MoveListRow | Jumping Heavy | air h | 65,000 | high }}
{{MoveListRow | Jumping Heavy | air h | 65,000 | high }}
{{MoveListRow | Jumping Special | air s | 70,000 | high aircombofinisher }}
{{MoveListRow | Jumping Special | air s | 70,000 (Lv. 1-2) <br> 90,000 (Lv. 3) <br> 110,000 (Lv. 4-5) | high aircombofinisher <br> groundbounce and softknockdown effects starting at Lv. 3 <br> chipdamage starting at Lv. 4}}
{{MoveListRow | Jumping Special | air s | 90,000 | high aircombofinisher <br> groundbounce softknockdown }}
{{MoveListRow | Jumping Special | air s | 110,000 | high chipdamage <br> aircombofinisher <br> groundbounce softknockdown }}
{{MoveListRow | Knee Drop | air d + h | 75,000 | high hardknockdown ; <br> Only delay on landing can <br> be canceled into <br> Specials and Hypers. }}
{{MoveListRow | Knee Drop | air d + h | 75,000 | high hardknockdown ; <br> Only delay on landing can <br> be canceled into <br> Specials and Hypers. }}
{{MoveListFooter}}
===== Level 1 / Level 2 =====
{{UMvC3MoveListHeader}}
{{MoveListFooter}}
===== Level 3 =====
{{UMvC3MoveListHeader}}
{{MoveListFooter}}
===== Level 4 / Level 5 =====
{{UMvC3MoveListHeader}}
{{MoveListFooter}}
{{MoveListFooter}}



Revision as of 09:53, 26 December 2014

I will be doing tests on this page.

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Frank West stuff

Normal Moves

All Levels

Name
Command
Damage
Notes (glossary)
Standing Light
l
48,000
Crouching Light
d + l
45,000
Standing Medium
m
60,000 (Lv. 1-2)
68,000 (Lv. 3)
45,000 x 3 (Lv. 4-5)
chipdamage at Lv. 4-5
Crouching Medium
d + m
58,000 (Lv. 1-2)
63,000 (Lv. 3)
43,000 x 3 (Lv. 4-5)
chipdamage at Lv. 4-5
Standing Heavy
h
70,000 (Lv. 1-2)
90,000 (Lv. 3)
45,000 x 5 (Lv. 4-5)
chipdamage at Lv. 4-5
Crouching Heavy
d + h
63,000
low softknockdown
Special
s
80,000 (Lv. 1-2)
90,000 (Lv. 3)
100,000 (Lv. 4-5)
launch nocancel
chipdamage at Lv. 4-5
Object Throw
f + h
50,000 (Lv. 1-2)
75,000 (Lv. 3)
80,000 (Lv. 4-5)
chipdamage
nocancel
proj
Jumping Light
air l
50,000
high
Jumping Medium
air m
63,000 (Lv. 1-2)
70,000 (Lv. 3)
45,000 x 3 (Lv. 4-5)
high
chipdamage at Lv. 4-5
Jumping Heavy
air h
65,000
high
Jumping Special
air s
70,000 (Lv. 1-2)
90,000 (Lv. 3)
110,000 (Lv. 4-5)
high aircombofinisher
groundbounce and softknockdown effects starting at Lv. 3
chipdamage starting at Lv. 4
Knee Drop
air d + h
75,000
high hardknockdown ;
Only delay on landing can
be canceled into
Specials and Hypers.

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Level 1 / Level 2
Name
Command
Damage
Notes (glossary)
Tools of Survival (L)
qcf + l
30,000 x 4 (Lv. 1-2)
35,000 x 8 (Lv. 3)
25,000 x 10 (Lv. 4-5)
airok
Lv. 3 version ONLY causes a strk on the last hit
Tools of Survival (M)
qcf + m
90,000 (Lv. 1-2)
120,000 (Lv. 3)
30,000 x 8 (Lv. 4-5)
airok strk
wallbounce (caused only by the last hit when in Lv. 4 or 5)
Tools of Survival (H)
qcf + h
80,000
airok otg
softknockdown
groundbounce
Tools of Survival (H)
qcf + h
100,000
airok otg
softknockdown
groundbounce
Tools of Survival (H)
qcf + h
150,000
airok otg
softknockdown
groundbounce
Giant Swing (L)
qcb + l
50,000 + 80,000
softknockdown ;
softknockdown caused only by last hit
Giant Swing (M)
qcb + m
100,000
Giant Swing (H)
qcb + h
100,000
Hammer Throw (L/M)
charge b , f + l / m
80,000
Hammer Throw (H)
charge b , f + h
80,000
cptr (ground only)
Snapshot
qcf + s
10,000
airok otg
proj
Bottoms Up
d , d + s
0
Doubles gained experience.
After 10 seconds, Frank vomits.
Vomiting animation can only be canceled by activating X-Factor
Tag Frank out to make sober.
Roundhouse Kick (L)
dp + l
0
Roundhouse Kick (M)
dp + m
70,000
hardknockdown
Roundhouse Kick (H)
dp + h
70,000
low otg
softknockdown
Barrel Roll
atk + s
0
Level 2 and Above
Name
Command
Damage
Notes (glossary)
Level 1 / Level 2
Name
Command
Damage
Notes (glossary)
Level 3
Name
Command
Damage
Notes (glossary)
Level 4 / Level 5
Name
Command
Damage
Notes (glossary)

Hyper Moves

All Levels
Name
Command
Damage
Notes (glossary)
Blue Light Special
qcf + atk + atk
30,000 x 8 + 70,000
otg softknockdown
wallbounce ; Mashable.
wallbounce caused only by last hit.
Level 3 and Above
Name
Command
Damage
Notes (glossary)
Funny Face Circuit
dp + atk + atk
20,000 x 6 + 40,000
+ 100,000
airthrow hardknockdown ;
Mashable.
Level 1 / Level 2
Name
Command
Damage
Notes (glossary)
Survival Techniques
qcb + atk + atk
253,100
softknockdown
Level 3
Name
Command
Damage
Notes (glossary)
Survival Techniques
qcb + atk + atk
312,000
softknockdown
Level 4 / Level 5
Name
Command
Damage
Notes (glossary)
Survival Techniques
qcb + atk + atk
356,100
softknockdown