This version of MoveData was copied over from the one used at Mizuumi Wiki back in December 2019. The goal is to use this to migrate back Capcom games to SRK and not break them in the process.
Usage
The goal behind MoveData is to unify normal and special movelist entries used on character pages across the wiki. To achieve that, this template works as a "tree trunk" with the game-specific AttackData-GameName and AttackDataHeader-GameName templates being the branches and leaves respectively.
Template Parameters
- name: Attack name, in English when a localization is available. Will use "input" instead if omitted.
- input: Attack input, for most of the wikis in SuperCombo Wiki this will be written in Numpad Notation.
- subtitle: Text to display below "name", such as a short comment or original Japanese name. (Will display after input if name is omitted)
- image: Filename of the image used to depict the attack, automatically resized to 175x250px. Use .png files when possible.
- Note: Adding a parameter called "image2" will add a second image right under the first one. This is useful for multiple hit, rekka, or stance attacks. The template supports up to 10 images.
- caption: Caption to display below the image. You may add important notes or a funny remark to break the monotony from reading frame data. This is entirely up to the editors.
- Note: Similar to the image parameter, the caption parameter supports up to 10 captions (e.g.: caption=, caption2=, ..., caption10=).
- data: Field where the game-specific data templates go (like Template:AttackData-KERRR or Template:AttackData-MAAB). See the source code on the examples below on how they are typically used.
- version: Most AttackData templates have a version variable which is used for air vs ground version of the same attack, EX versions, and more. This is usually defined at the beginning of the move to avoid including extra versions later!
- header: Usually used in conjunction with the version parameter. By setting it to "no", you can hide the main header. This is useful for having multiple rows of data.
Optional Parameters
- imageSize: Used to override the default image size. Need to specify in pixel width and pixel height (e.g.: 175x250px).
- textonly: If set to "yes", one can get a MoveData template without frame data tables. Not really recommended but the option is there.
Examples
Source Code Example 1:
{{MoveData |image=Vise5L.png |caption= |name=5L |data= {{AttackData-Cybots |guard= Mid |startup= 6 |active= 3, 4 |recovery=- |frameAdv=- |description= Standard jab. This move has two hitboxes but only hits once: One appears for 3 frames slightly above and in front of Vise, and one that appears for 4 frames right in front of him. It *could* be an anti-air, but chances are moves will stuff you at this range. Chains into 5L or a special version of 5H which knocks down. 5LLH is a good chain for a quick knockdown. This move is special cancelable, but the only notable moves to cancel this into are E-Pressure (214+L/H)and Giga Ring (Guldin type Giga Crush, L+H). Minus on block, 5LL is even, and 5LLH is minus. }} }}
Output 1:
Green Dragon Wrath 214A/B/C Normal version EX version |
Template:AttackData-KERRRTemplate:AttackData-KERRR |
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Source Code Example 2:
{{MoveData |input=5A |image=UNIST_Hyde_5A.png |caption= |data= {{AttackData-UNI |damage=180 |startup=7 |active=3 |recovery=15 |overall=24 |frameAdv=-6 |cancel=SP,EX,CS |guard=H,L |attribute=Strike |description=Downward sword stab. The attack has less horizontal range at the top than it does at the bottom, which can cause it to whiff a jumping opponent at certain spacings. It does however, have more horizontal range at the bottom than 2A does. }} }}
Output 2:
5A | Template:AttackData-UNI |
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Source Code 3:
{{MoveData |name=Flying Swallow |subtitle=飛燕 |input=63214X |image=UNIST_Linne_63214X.png |caption=A/B/C Versions |image2=UNIST_Linne_63214Bic.png |caption2=[B] Version |data= {{AttackData-UNI |version=A |damage=1122 |startup=23 |active=3 |recovery=23 |overall=48 |frameAdv=-6 |cancel={CS},{EX} |guard=H,L |attribute=Strike |invul=Foot invincible frames 10~25 |description=Linne does a short leap forward and slashes the opponent, launching them. Mostly used as a combo tool, but can rarely be used in some situations to catch backdash or punish certain moves. }} {{AttackData-UNI |header=no |version=B |subtitle=Overhead |damage=1253 |startup=26 |active=3 |recovery=19 |overall=47 |frameAdv=-3 |cancel={CS},{EX} |guard=H |attribute=Strike |invul=Foot invincible frames 11~28 |description=Linne does a high leap forward and strikes the opponent with an overhead. Whiffs completely over a crouching opponent if too close midscreen, but will always connect in the corner. Used in some optimal combos after 66B or 6CdlC. Can link into 5/2A without resources on crouching opponents. }} {{AttackData-UNI |header=no |version=[B] |subtitle=Increase Low |damage=240,240 |mindamage= |startup=20<br>(33 overhead hit) |active=7(7)4 |recovery=17 |overall=54 |frameAdv=-9 |cancel=CS,EX |guard=L |attribute=Strike |invul=Foot invincible frames 11~16 |description=Linne faints the leap forward and then slides along the ground instead to hit low. The first hit will only connect if the opponent is in hitstun. Scales extremely hard as a starter. Can be used in some combos.<br>If practiced, 63214B/63214[B] can be fuzzy thrown with 4A+D. }} {{AttackData-UNI |header=no |version=EX |subtitle=Soaring Swallow |damage=2010 |startup=1+22 |active=4 |recovery=20 |overall=46 |frameAdv=-5 |cancel=(CS) |guard=H,L |attribute=Strike |invul=Completely invincible frames 1~13 |invul2=Foot/Projectile invincible frames 14~26 |description=Linne leaps far forward to hit multiple times and launching the opponent. Mostly used to conMoveData far reaching lows and projectiles due to the invincibility. Can easily combo after this move. }} }}
Output 3:
Flying Swallow 飛燕 63214X A/B/C Versions [B] Version |
Template:AttackData-UNITemplate:AttackData-UNITemplate:AttackData-UNITemplate:AttackData-UNI |
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