User:Alex Liu/sandbox: Difference between revisions

From SuperCombo Wiki
(→‎All Levels: Fixing Object Throw damage)
(→‎All Levels: Correcting damage values.)
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==== All Levels ====
==== All Levels ====
{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Light | l | 48,000 |  }}
{{MoveListRow | Standing Light | l | 48,000 <br> 52,800 (Lv. 5) |  }}
{{MoveListRow | Crouching Light | d + l | 45,000 |  }}
{{MoveListRow | Crouching Light | d + l | 45,000 <br> 49,500 (Lv. 5) |  }}
{{MoveListRow | Standing Medium | m | 60,000 (Lv. 1-2) <br> 68,000 (Lv. 3) <br> 45,000 x 3 (Lv. 4-5) | Inflicts chipdamage starting at Lv. 4 }}
{{MoveListRow | Standing Medium | m | 60,000 (Lv. 1-2) <br> 68,000 (Lv. 3) <br> 45,000 x 3 (Lv. 4) <br> 49,500 x 3 (Lv. 5) | Inflicts chipdamage starting at Lv. 4 }}
{{MoveListRow | Crouching Medium | d + m | 58,000 (Lv. 1-2) <br> 63,000 (Lv. 3) <br> 43,000 x 3 (Lv. 4-5) | Inflicts chipdamage starting at Lv. 4 }}
{{MoveListRow | Crouching Medium | d + m | 58,000 (Lv. 1-2) <br> 63,000 (Lv. 3) <br> 43,000 x 3 (Lv. 4) <br> 47,300 x 3 (Lv. 5) | Inflicts chipdamage starting at Lv. 4 }}
{{MoveListRow | Standing Heavy | h | 70,000 (Lv. 1-2) <br> 90,000 (Lv. 3) <br> 45,000 x 5 (Lv. 4-5) | Inflicts chipdamage starting at Lv. 4 }}
{{MoveListRow | Standing Heavy | h | 70,000 (Lv. 1-2) <br> 90,000 (Lv. 3) <br> 45,000 x 5 (Lv. 4) <br> 45,000 x 5 (Lv. 5) | Inflicts chipdamage starting at Lv. 4 }}
{{MoveListRow | Crouching Heavy | d + h | 63,000 | low softknockdown }}
{{MoveListRow | Crouching Heavy | d + h | 63,000 <br> 69,300 (Lv. 5)| low softknockdown }}
{{MoveListRow | Special | s | 80,000 (Lv. 1-2) <br> 90,000 (Lv. 3) <br> 100,000 (Lv. 4-5) | launch nocancel <br> Inflicts chipdamage starting at Lv. 4}}
{{MoveListRow | Special | s | 80,000 (Lv. 1-2) <br> 90,000 (Lv. 3) <br> 100,000 (Lv. 4) <br> 110,000 (Lv. 5) | launch nocancel <br> Inflicts chipdamage starting at Lv. 4}}
{{MoveListRow | Object Throw | f + h | 50,000 (Lv. 1-2) <br> 80,000 (Lv. 3) <br> 100,000 (Lv. 4-5) | chipdamage <br> nocancel <br> proj }}
{{MoveListRow | Object Throw | f + h | 50,000 (Lv. 1-2) <br> 80,000 (Lv. 3) <br> 100,000 (Lv. 4) <br> 110,000 (Lv. 5) | chipdamage <br> nocancel <br> proj }}
{{MoveListRow | Jumping Light | air l | 50,000 | high }}
{{MoveListRow | Jumping Light | air l | 50,000 <br> 55,000 (Lv. 5) | 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> Inflicts chipdamage starting at Lv. 4 }}
{{MoveListRow | Jumping Medium | air m | 63,000 (Lv. 1-2) <br> 70,000 (Lv. 3) <br> 45,000 x 3 (Lv. 4) <br> 49,500 x 3 (Lv. 5) | high <br> Inflicts chipdamage starting at Lv. 4 }}
{{MoveListRow | Jumping Heavy | air h | 65,000 | high }}
{{MoveListRow | Jumping Heavy | air h | 65,000 <br> 71,500 (Lv. 5) | high }}
{{MoveListRow | Jumping Special | air s | 70,000 (Lv. 1-2) <br> 90,000 (Lv. 3) <br> 110,000 (Lv. 4-5) | high aircombofinisher <br> Inflicts a groundbounce state starting at Lv. 3 <br> Inflicts chipdamage starting at Lv. 4}}
{{MoveListRow | Jumping Special | air s | 70,000 (Lv. 1-2) <br> 90,000 (Lv. 3) <br> 110,000 (Lv. 4) <br> 121,000 (Lv. 5) | high aircombofinisher <br> Inflicts a groundbounce state starting at Lv. 3 <br> Inflicts chipdamage starting at Lv. 4}}
{{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 | 70,000 <br> 77,000 (Lv. 5) | high hardknockdown ; <br> Only delay on landing can <br> be canceled into <br> Specials and Hypers. }}
{{MoveListFooter}}
{{MoveListFooter}}



Revision as of 13:02, 26 December 2014

I will be doing tests on this page.

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Movelist table size comparisons

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Frank West stuff

Normal Moves

All Levels

Name
Command
Damage
Notes (glossary)
Standing Light
l
48,000
52,800 (Lv. 5)
Crouching Light
d + l
45,000
49,500 (Lv. 5)
Standing Medium
m
60,000 (Lv. 1-2)
68,000 (Lv. 3)
45,000 x 3 (Lv. 4)
49,500 x 3 (Lv. 5)
Inflicts chipdamage starting at Lv. 4
Crouching Medium
d + m
58,000 (Lv. 1-2)
63,000 (Lv. 3)
43,000 x 3 (Lv. 4)
47,300 x 3 (Lv. 5)
Inflicts chipdamage starting at Lv. 4
Standing Heavy
h
70,000 (Lv. 1-2)
90,000 (Lv. 3)
45,000 x 5 (Lv. 4)
45,000 x 5 (Lv. 5)
Inflicts chipdamage starting at Lv. 4
Crouching Heavy
d + h
63,000
69,300 (Lv. 5)
low softknockdown
Special
s
80,000 (Lv. 1-2)
90,000 (Lv. 3)
100,000 (Lv. 4)
110,000 (Lv. 5)
launch nocancel
Inflicts chipdamage starting at Lv. 4
Object Throw
f + h
50,000 (Lv. 1-2)
80,000 (Lv. 3)
100,000 (Lv. 4)
110,000 (Lv. 5)
chipdamage
nocancel
proj
Jumping Light
air l
50,000
55,000 (Lv. 5)
high
Jumping Medium
air m
63,000 (Lv. 1-2)
70,000 (Lv. 3)
45,000 x 3 (Lv. 4)
49,500 x 3 (Lv. 5)
high
Inflicts chipdamage starting at Lv. 4
Jumping Heavy
air h
65,000
71,500 (Lv. 5)
high
Jumping Special
air s
70,000 (Lv. 1-2)
90,000 (Lv. 3)
110,000 (Lv. 4)
121,000 (Lv. 5)
high aircombofinisher
Inflicts a groundbounce state starting at Lv. 3
Inflicts chipdamage starting at Lv. 4
Knee Drop
air d + h
70,000
77,000 (Lv. 5)
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

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 (Lv. 1-2)
100,000 (Lv. 3)
150,000 (Lv. 4-5)
airok otg
softknockdown
groundbounce
Giant Swing (L)
qcb + l
50,000 + 80,000
Last hit causes a softknockdown
Giant Swing (M)
qcb + m
50,000 x 2 + 80,000
Giant Swing (H)
qcb + h
50,000 x 3 + 80,000
Hammer Throw
charge b , f + atk
80,000
h version puts grounded opponents in a cptr state
Snapshot
qcf + s
10,000
airok otg
proj
Bottoms Up
d , d + s
0
Doubles gained experience for 10 seconds. When the effect wears off, Frank performs a vomiting animation, which can only be canceled by activating X-Factor. Tagging Frank out will remove the effect but will also prevent Frank from vomitting when tagged back in.
Roundhouse Kick
dp + atk
70,000
Can only be performed at Lv. 2 or above.
l version is a feint.
m version puts opponent in a hardknockdown state.
h version hits low, puts opponents in a softknockdown state, and can otg
Barrel Roll
atk + s
0
Can only be performed at Lv. 2 or above. Frank performs a quick combat roll that can pass through opponents. Useful for cross-ups and for passing through careless Hyper Combos to set up punishes with Survival Techniques.

Hyper Moves

Name
Command
Damage
Notes (glossary)
Blue Light Special
qcf + atk + atk
30,000 x 8 + 70,000
otg softknockdown
Last hit causes wallbounce
Mash for more hits.
Survival Techniques
qcb + atk + atk
253,100 (Lv. 1-2)
312,000 (Lv. 3)
356,100 (Lv. 4-5)
softknockdown
Funny Face Circuit
dp + atk + atk
20,000 x 6 + 40,000
+ 100,000
airthrow hardknockdown
The joystick/d-pad can be spun for more hits, though while doing so increases the damage of the move itself, it willdecrease the total damage of the followup combo.