Template:FrameData-SF6/Documentation

Template page
{{FrameData-SF6 | chara = | moveId = | moveType =
| input		= 
| name		= 
| images	= 
| hitboxes	= 
| cost          = 
| damage	= 
| chip          = 
| startup	= 
| active	= 
| recovery	= 
| invuln        = 
| hitAdv        = 
| blockAdv      = 
| guard		= 
| cancel	= 
| react         = 
| punish        = 
| hitstun       = 
| blockstun     = 
| driveDamage   = 
| selfDriveOH   = 
| selfDriveOB   = 
| selfSuperOH   = 
| selfSuperOB   = 
| oppSuperOH    = 
| oppSuperOB    = 
| notes         = 
}}

Usage

Stores values in the SF6_FrameData Cargo Table.

Example

{{FrameData-SF6 | chara = Ken | moveId = ken_5lp | moveType = normal
| input		= 5LP
| name		= Standing Light Punch
| images	= SF6_Ken_5LP.png, placeholder.png
| hitboxes	= SF6_Ken_5LP_hb.png
| cost          = 
| damage	= 300
| chip          = 
| startup	= 4
| active	= 3
| recovery	= 7
| invuln        = 
| hitAdv        = {{sf6-adv|VP|+4}}
| blockAdv      = {{sf6-adv|M|-1}}
| guard		= LH
| cancel	= ch sp su
| react         = 13
| punish        = {{sf6-adv|VP|+8}}
| hitstun       = 14
| blockstun     = 9
| driveDamage   = 500 [PC 2000]
| selfDriveOH   = 250
| selfDriveOB   = 250
| selfSuperOH   = 300
| selfSuperOB   = 150
| oppSuperOH    = 210
| oppSuperOB    = 75
| notes         = Example notes (specific chain properties, juggle properties, airborne/low profile frames, force stand/crouch, whiff on stand/crouch, damage scaling properties, properties vs. airborne opponents, crossup, gaps in hitstun/blockstun, etc.)
}}
Ken
ken_5lp

5LP

Standing Light Punch
SF6 Ken 5LP.pngFile:Placeholder.png
File:SF6 Ken 5LP hb.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - LH ch sp su -
Startup Active Recovery Hitstun Blockstun Hitstop
4 3 7 14 9 -
Total DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
After DR Hit After DR Blk Projectile Speed Attack Range DR Cancel Hit DR Cancel Blk
- - - - - -
Punish Advantage Perfect Parry Advantage
- -
Hit Advantage Block Advantage
+4 -1
Notes
Example notes (specific chain properties, juggle properties, airborne/low profile frames, force stand/crouch, whiff on stand/crouch, damage scaling properties, properties vs. airborne opponents, crossup, gaps in hitstun/blockstun, etc.)