- 20:11, 21 June 2025 Street Fighter (1987)/Eagle/Matchups (hist | edit) [1,115 bytes] WoodmanFC (talk | contribs) (Created page with "==Adon== ==Birdie== ==Eagle== Mirror match. Eagle will be looking for the same slip-ups that you're looking for. Know your weaknesses and seize any and all opportunities! ==Geki== ==Gen== Gen can get hit multiple times by your spins with ease, especially the HP spin for a total of three hits. If you can back him into a corner, let it rip. Anti-air LPs are a solid way to go since your kicks won't be too effective against his MK/HK. ==Joe== ==Ken== ==Lee== ==Mike== Mike ha...")
- 01:46, 19 June 2025 Pokken Tournament DX/System (hist | edit) [18,180 bytes] SigmaStingray (talk | contribs) (Created page with "==Introduction== A core part of ''Pokemon's'' appeal has always been the interaction of its systems, and while it lacks the type matchups found in main series games, Pokken Tournament DX retains the feeling of those type matchups in the way attacks interact. Armoring through a Normal, ducking a High, or Overblasting a low Priority Strike in Pokken gives a very similar satisfaction to correctly guessing the type of your opponent's next Pokemon and letting them switch in...")
- 01:43, 19 June 2025 Pokken Tournament DX/Controls (hist | edit) [5,128 bytes] SigmaStingray (talk | contribs) (Created page with "==Introduction== thumb When starting out in Pokken, learning notations and terminology should definitely be a first priority. By their nature, these are endemic to discussion of the game, whether in discussing the use of a certain move, or for deciphering combo notation. <br> <br> To begin with, Pokken is one of the many fighting games that use a numpad system in order to describe notations. This system allows simple explanations and combo notatio...")
- 16:06, 18 June 2025 Street Fighter Alpha 3/Karin/Combos (hist | edit) [1,631 bytes] Akselthecaptor (talk | contribs) (Combo page that uses a similar structure to Ryu's. Only added basic combos, so no V-ism customs yet, and damage and stun still have to be added, but I think this'll make do for now.)
- 04:34, 17 June 2025 Dragon Ball Z: Hyper Dimension/Controls (hist | edit) [2,998 bytes] SigmaStingray (talk | contribs) (Created page with "B = Kick Y = Punch A = Fireball X = Special Function / Throw L and R = Dash Punches and kicks work like KOF normals. There are close standing normals, far standing normals and crouching normals. Double tapping and then holding F.gif or B.gif will result in a short ranged hop. Holding F.gif or B.gif while holding down L or R will cause the player to dash. Special "3D attacks" can be performed by pressing B or Y while holding down L or R. If you are on the left side, use...")
- 04:32, 17 June 2025 Dragon Ball Z: Hyper Dimension/Mechanics (hist | edit) [8,186 bytes] SigmaStingray (talk | contribs) (Created page with "= Game Mechanics = Anyone familiar with other SNES DBZ games made by TOSE such as the Butouden series will be right at home with the control layout for this game:<br> B = Kick<br> Y = Punch<br> A = Fireball<br> X = Special Function / Throw<br> L and R = Dash<br> Punches and kicks work like KOF normals. There are close standing normals, far standing normals and crouching normals. Double tapping and then holding File:f.gif or File:b.gif will result in a short ran...")
- 04:27, 17 June 2025 Dragon Ball Z: Hyper Dimension/Cell (hist | edit) [8,441 bytes] SigmaStingray (talk | contribs) (Created page with "== Cell == {{MvC3HyperGuideCharacterBox | Cell.png }} {{Nutshell| Cell is an oddball character who possesses some very peculiar strengths. He can be described as a slow but powerful zoning type. All of his specials do a lot of damage, he has the most projectile attacks in the game, and he has a unique 1 frame command grab that reaches full-screen, with a catch. Cell also has the fastest ground normal in the game in the form of his low-hitting cr.B, which by itself can c...")
- 04:27, 17 June 2025 Dragon Ball Z: Hyper Dimension/Freeza (hist | edit) [6,988 bytes] SigmaStingray (talk | contribs) (Created page with "== Frieza == {{MvC3HyperGuideCharacterBox | Frieza.png }} {{Nutshell| Frieza is a very versatile character centered around the use of projectiles. He has the most projectile attacks in the game, each with a unique function. He also has some really strong close range tools, including a fully hit-invulnerable reversal, a 1 frame command grab and a very fast and safe divekick. Frieza's offense is strong and dangerous, his Evil Energy corner oki can generate {{unblockable}}...")
- 04:27, 17 June 2025 Dragon Ball Z: Hyper Dimension/Kid Buu (hist | edit) [8,478 bytes] SigmaStingray (talk | contribs) (Created page with "== Kid Buu == {{MvC3HyperGuideCharacterBox | KidBuu.png }} {{Nutshell| Kid Buu is a very fast character with strong midrange pokes. He has the fastest and longest hop in the game, easily clearing half the screen in one leap, and the biggest jump arc. Kid Buu has some very unique air mobility options with his parachute special, which allows him to control the angle and timing of his aerial assaults. This coupled with his air fireballs round off what is undeniably the bes...")
- 04:26, 17 June 2025 Dragon Ball Z: Hyper Dimension/Majin Buu (hist | edit) [8,894 bytes] SigmaStingray (talk | contribs) (Created page with "== Majin Buu == {{MvC3HyperGuideCharacterBox | MajinBuu.png }} {{Nutshell| Majin Buu is a character who emphasizes raw power at the cost of speed and mobility. He is very slow and his combo potential is low, but his attacks hit like a truck. Majin Buu is one of two charge characters in Hyper Dimension, however due to his slow speed and lack of any real anti-airs, downbacking with him is not recommended as he really can't play a reactive game at all. He has the shortest...")
- 04:26, 17 June 2025 Dragon Ball Z: Hyper Dimension/Piccolo (hist | edit) [8,025 bytes] SigmaStingray (talk | contribs) (Created page with "== Piccolo == {{MvC3HyperGuideCharacterBox | Piccolo.png }} {{Nutshell| Piccolo is an unorthodox yet very strong and versatile character who possesses some absurdly powerful tools. Some unique strengths of his include his insanely fast divekick, his 2 sequence j.B with {{instant}} overhead potential, his parry, his homing projectile and his launching anti-air. Piccolo also has a strangely {{high}} stun value on a majority of his normals which not only gives him access t...")
- 04:25, 17 June 2025 Dragon Ball Z: Hyper Dimension/Vegito (hist | edit) [6,945 bytes] SigmaStingray (talk | contribs) (Created page with "== Vegito == {{MvC3HyperGuideCharacterBox | Vegito.png }} {{Nutshell| Vegito is an offensive mixup character whose strength lies in getting in close where he dominates. He has the best hop in the game, all of the fastest standing normals in the game, incredibly effective lows and he is the only character with a standing overhead. Vegito is a very imposing character capable of advancing forward very quickly and suddenly, possessing an infinite restun combo off of success...")
- 04:25, 17 June 2025 Dragon Ball Z: Hyper Dimension/Gohan (hist | edit) [9,140 bytes] SigmaStingray (talk | contribs) (Created page with "== Gohan == {{MvC3HyperGuideCharacterBox | Gohan.png }} {{Nutshell| Gohan is a very defensive character capable of effectively countering every method of attack his opponents try. He is a charge character, and as such, is perhaps the only character who is at his best when down-backing. He has the best anti-air in the game in the form of a flash kick, dangerous rushing attacks and multiple good guard {{counter}} options. The trade off is that he is generally bad when he...")
- 04:24, 17 June 2025 Dragon Ball Z: Hyper Dimension/Gotenks (hist | edit) [10,341 bytes] SigmaStingray (talk | contribs) (Created page with "== Gotenks == {{MvC3HyperGuideCharacterBox | Gotenks.png }} {{Nutshell| Gotenks is a character whose game is based around mobility and finding a way to land one clean hit for the match. His normals are among the worst in the game, but he can make up for that with his quick jump speed, small size and surprise aerial attacks. You wont be on the ground very often with Gotenks; rather, you'll be jumping around aiming to annoy your opponent into making a fatal mistake. His i...")
- 04:24, 17 June 2025 Dragon Ball Z: Hyper Dimension/Vegeta (hist | edit) [12,128 bytes] SigmaStingray (talk | contribs) (Created page with "== Vegeta == {{MvC3HyperGuideCharacterBox | Vegeta.png }} {{Nutshell| Vegeta is an aggressive rushdown character who excels at the midrange game. He has some of the best normals in the game as well as some very sneaky invincible specials to help him bypass his opponents' defensive pokes. Most of Vegetas attacks either move him up close to the opponent or nullify some form of attack, sometimes both. His aerial specials combined with his j.Y also give him a very tricky mi...")
- 04:23, 17 June 2025 Dragon Ball Z: Hyper Dimension/Goku (hist | edit) [11,326 bytes] SigmaStingray (talk | contribs) (Created page with "== Goku == {{MvC3HyperGuideCharacterBox | Goku.png }} {{Nutshell| Goku is a very versatile character who can fight competently at all ranges. He has the most invincible reversal attack in the game in the form of a kicking shoryuken. His Kantsu Energy Dan is a fast level 3 fireball that will plow through most other projectiles, allowing him to effectively fight zoning characters. The incredibly {{high}} stun value of his double punch attack gives him access to some of th...")
- 21:28, 15 June 2025 UMVC3/Captain America/Team Building (hist | edit) [8,999 bytes] Tangrowth (talk | contribs) (Created page with "== Team Theory == Captain America is a Point character. He greatly benefits from two strong supports, and has very specific needs to thrive. He requires strong horizontal coverage, strong vertical coverage, and assists that help him convert off charging star. He additionally loves to have a damage engine mid (such as Vergil, Spencer, or MODOK), whom he can DHC to off awkward hits in order to secure kills. == Best Friends == Captain America's best friends in no particul...")
- 17:01, 14 June 2025 UMVC3/Thor/Strategy (hist | edit) [5,163 bytes] Tangrowth (talk | contribs) (Created page with "{{Character Subnav UMVC3|name=Thor}} '''THIS PAGE IS UNDER CONSTRUCTION''' ==Movement and Neutral Options== Thor is a slow character at first glance, but he can move with surprising rapidity. Thor can plink on the ground or in the air, though the only one of his plinks that is very useful is his grounded back plink. Grounded back plink is one of the fastest in the game, and can allow Thor to escape from a variety of circumstances. His forward plink is comparatively slu...")
- 06:44, 14 June 2025 UMVC3:CE/System (hist | edit) [439 bytes] NotThatGuy (talk | contribs) (Created page with "= Snapbacks= A snapback is done by doing a forward quarter circle (A forward quarter circle input is; Down, Down forward, Forward) and pressing an Assist button. This action makes it so that your opponent's current character gets swapped with a benched character) The Assist button you use determines what character will be snapbacked = Assists = Actions your benched characthers do when you press your assist buttons [R1 (RB) and R2 (RT)]")
- 06:31, 14 June 2025 UMVC3:CE/Controls (hist | edit) [503 bytes] NotThatGuy (talk | contribs) (Created page with "= Basic Controls = Still the same stuff as UMvC3. Use your Left stick (Or W A S D if you're on keyboard) to move in 8 different directions, hold the stick to the opposite direction the attack is coming to block (The only block inputs are back and down back. Low and High attacks can be blocked by inputting Down back which will result in a low block but they can't block Overheads. Just holding back the stick will do a high block which CAN block Overheads and high attacks b...")
- 16:48, 12 June 2025 UMVC3/Thor/Team Building (hist | edit) [9,137 bytes] Tangrowth (talk | contribs) (started team building page)
- 11:45, 12 June 2025 Project Justice/Tiffany/Resources (hist | edit) [1,145 bytes] TheFacelessFrog (talk | contribs) (Created page with "'''There are currently very few existing guides for Tiffany. The ones found will be listed below and hopefully this will be updated with time''' *[https://youtu.be/pQIRiSv3XW8?si=EajnjFQGUU6SJy5o [Project Justice<nowiki>]</nowiki> - Tiffany BnB/Tech Guide (BDtetra)] *[https://www.youtube.com/watch?v=Ugjw77oASAA&list=PLN9wLahRO6bjD277crA7s4xag4p7Laq84&index=11 Project Justice: There are two reasons to play Tiffany (PielordX)]")
- 15:31, 11 June 2025 Project Justice/Alec (hist | edit) [1,442 bytes] Crowspaceboy (talk | contribs) (Created page with "{{PJ Character Intro|char= Batsu|full=Batsu Ichimonji|short=BATSU |school=Taiyo |assist= (pending) |tier= EX Character |difficulty=Easy |content= {{2 Column Flex|flex1=9|flex2=4 |content1= {{Content Box|header=Introduction|content= Alec is largely an alternate Batsu clone that offers some moveset flexibility for specific Batsu matchups, as well as access to some strong normals the Batsu's don't normally have. }} <br> |content2= {{Content Box|content= <youtube>OHsldIb...")
- 15:02, 8 June 2025 Invincible VS (hist | edit) [2,383 bytes] Shiburizu (talk | contribs) (Created page with "{{2 Column Flex |flex1=8 |flex2=4 |content1= {{row| {{column|col=12|header=Characters|content= <div style="display: flex; gap: 0.6rem; justify-content: center; flex-wrap: wrap;">{{charicon|INVS_Invincible_Icon.png|Invincible VS/Invincible|56}}{{charicon|INVS_AtomEve_Icon.png|Invincible VS/Atom Eve|56}}{{charicon|INVS_Bulletproof_Icon.png|Invincible VS/Bulletproof|56}}{{charicon|INVS_Thula_Icon.png|Invincible VS/Thula|56}}</div> }} }} {{row| {{column|col=6|header=System|c...")
- 23:11, 3 June 2025 Street Fighter 6/Version/1.10 (hist | edit) [43,345 bytes] Spabobin (talk | contribs) (Created page with "{{SF6-Version |version=1.10 |gameversion=1.10 |date=June 3, 2025 |summary=Elena release. Balance changes for all characters. |links=[https://www.streetfighter.com/6/buckler/battle_change/202506 Patch Notes] }} <!--Full Version name: 1.1000.000--> == '''Universal Changes''' == * <br> == '''Key Character Changes''' == === '''A.K.I.''' === * <br> === '''Akuma''' === * <br> === '''Blanka''' === * <br> === '''Cammy''' === * <br>...")
- 18:45, 26 May 2025 X-Men: Children of the Atom/HUD (hist | edit) [1,352 bytes] SigmaStingray (talk | contribs) (Created page with "center|750px ① ― '''Health''' ・ This bar displays your current stamina. Each character has their own health value, adjusted by ratio, so think of this bar as a percentage value. When it depletes, you are knocked out. ② ― '''Special Gauge''' ・ This shows how much meter you have. ③ ― '''Character's Name''' ・ This shows a portrait of the character you are currently playing as, as well as the other one or two team members (that are...")
- 23:28, 20 May 2025 Capcom Fighting Evolution/FAQ (hist | edit) [1,083 bytes] Lichmassacre (talk | contribs) (Moved (outdated) tier list to here and also included modern Japanese tier list.)
- 23:25, 20 May 2025 Capcom Fighting Evolution/Mechanics (hist | edit) [4,022 bytes] Lichmassacre (talk | contribs) (Moved mechanics info to here.)
- 00:54, 19 May 2025 Capcom vs SNK/FAQ (hist | edit) [1,494 bytes] SigmaStingray (talk | contribs) (Created page with "Q: Does this game have a Discord? A: There's a channel for this game in the [https://discord.com/invite/W2kuG2u CvS2 Discord Server]. Any discussion of the game will be in the <code>#cvs1-pro-revival</code> channel. <br> Q: What groove/character should I start playing? A: It's up to entirely which meter you prefer using, You can't go wrong with either or. As for characters; Just play whoever for the most part. <br> Q: What's the difference between the original vers...")
- 00:20, 19 May 2025 Capcom vs SNK/System (hist | edit) [3,035 bytes] SigmaStingray (talk | contribs) (Created page with "== Groove System == Making its first appearance is the groove system, in a much more basic form. There are two grooves to choose from, the Capcom groove (Based on SFA3's A-ISM) and the SNK groove (Based on KOF '94). The only difference between the two grooves is the meter and how it's used. The Capcom groove grants you 3 stocks of meter, allowing for 3 levels of super. You build meter by attacking and performing special moves. Your meter will also fill up (though at a sl...")
- 18:39, 18 May 2025 Reverse Kara Specials(SFEXPA) (hist | edit) [2,240 bytes] G L (talk | contribs) (Created page with "=Reverse Kara Specials= This is the deep end. Easily the most obscure, yet strangely present bug in EX1: ''Reverse Kara Framekills.'' In short, you can "autocorrect" special moves backwards by intersecting two players' pushboxes on specific frames. This is easily done in the corner, but it's liable to happen just about anywhere on the screen with the right setup. You want to kara from a normal that whiffs past a falling opponent, either by them jumping or during an appr...")
- 07:14, 18 May 2025 Reverse Kara Framekills(SFEXPA) (hist | edit) [2,240 bytes] G L (talk | contribs) (Created page with "=Reverse Kara Framekills= This is the deep end. Easily the most obscure, yet strangely present bug in EX1: ''Reverse Kara Framekills.'' In short, you can "autocorrect" special moves backwards by intersecting two players' pushboxes on specific frames. This is easily done in the corner, but is liable to happen just about anywhere on the screen with the right setup. '''Very few characters get anything from an kara sequence''', but Ken and ''especially'' Cycloid Beta both h...")
- 03:13, 12 May 2025 Ultra Street Fighter IV/Makoto/Strategy (hist | edit) [122 bytes] Emerald3ME (talk | contribs) (Created page with "{{USF4/Character Subnav|chara=Makoto}}")
- 17:39, 11 May 2025 Daraku Tenshi: The Fallen Angels/ (hist | edit) [1,980 bytes] JoacoAshura (talk | contribs) (Created page with "{{Infobox Game | gamename = 堕落天使 - Daraku Tenshi | abbreviation = DT | image = DT_Cover.jpg | version = 1.14 | developer = Steel Hearts | publisher = Psikyo | system = Arcade (Psikyo SH-2) | netcode = Rollback Netcode - [https://www.fightcade.com/game/daraku Fightcade]) | resources = [https://www.tapatalk.com/groups/daraku_tenshi/the-fallen-angels-classic-f19/ Old Zetaboard Forums] | community = [https://discord.gg/3pAcAvRF...")
- 07:22, 10 May 2025 Ultra Street Fighter IV/Cody/Combos (hist | edit) [427 bytes] Emerald3ME (talk | contribs) (Created page with "{{USF4/Character Subnav|chara=Cody}} == Light Starter == === Meterless === ==== Punch Starter ==== ==== Kick Starter ==== === Metered === == Medium Starter == === Meterless === ==== Punch Starter ==== ==== Kick Starter ==== === Metered === == Heavy Starter == === Meterless === ==== Punch Starter ==== ==== Kick Starter ==== === Metered === {{Navbox-USFIV}} Category: Street Fighter Category: Ultra Street Fighter 4")
- 07:17, 10 May 2025 Ultra Street Fighter IV/Dudley/Combos (hist | edit) [429 bytes] Emerald3ME (talk | contribs) (Created page with "{{USF4/Character Subnav|chara=Dudley}} == Light Starter == === Meterless === ==== Punch Starter ==== ==== Kick Starter ==== === Metered === == Medium Starter == === Meterless === ==== Punch Starter ==== ==== Kick Starter ==== === Metered === == Heavy Starter == === Meterless === ==== Punch Starter ==== ==== Kick Starter ==== === Metered === {{Navbox-USFIV}} Category: Street Fighter Category: Ultra Street Fighter 4")
- 07:15, 10 May 2025 Ultra Street Fighter IV/Makoto/Combos (hist | edit) [7,756 bytes] Emerald3ME (talk | contribs) (Created page with "{{USF4/Character Subnav|chara=Makoto}} == Light Starter == === Meterless === ==== Punch Starter ==== ==== Kick Starter ==== === Metered === == Medium Starter == === Meterless === ==== Punch Starter ==== ==== Kick Starter ==== === Metered === == Heavy Starter == === Meterless === ==== Punch Starter ==== ==== Kick Starter ==== === Metered === {{Navbox-USFIV}} Category: Street Fighter Category: Ultra Street Fighter 4")
- 07:14, 10 May 2025 Ultra Street Fighter IV/Ibuki/Combos (hist | edit) [428 bytes] Emerald3ME (talk | contribs) (Created page with "{{USF4/Character Subnav|chara=Ibuki}} == Light Starter == === Meterless === ==== Punch Starter ==== ==== Kick Starter ==== === Metered === == Medium Starter == === Meterless === ==== Punch Starter ==== ==== Kick Starter ==== === Metered === == Heavy Starter == === Meterless === ==== Punch Starter ==== ==== Kick Starter ==== === Metered === {{Navbox-USFIV}} Category: Street Fighter Category: Ultra Street Fighter 4")
- 07:11, 10 May 2025 Ultra Street Fighter IV/Sagat/Combos (hist | edit) [431 bytes] Emerald3ME (talk | contribs) (Created page with "{{USF4/Character Subnav|chara=Evil Ryu}} == Light Starter == === Meterless === ==== Punch Starter ==== ==== Kick Starter ==== === Metered === == Medium Starter == === Meterless === ==== Punch Starter ==== ==== Kick Starter ==== === Metered === == Heavy Starter == === Meterless === ==== Punch Starter ==== ==== Kick Starter ==== === Metered ===")
- 04:53, 10 May 2025 Tekken 7/Hwoarang/Combos (hist | edit) [3,062 bytes] Emerald3ME (talk | contribs) (Created page with "{{T7/Character Subnav|chara=Hwoarang}} == Combos == === Normal Hit === === Counter Hit === === Wall Combos === ==== Combos into Wall ==== Category:Tekken 7 Category:Hwoarang")
- 05:26, 9 May 2025 Tekken 6/Lee Chaolan/Combos (hist | edit) [249 bytes] Emerald3ME (talk | contribs) (Created page with "{{T6/Character Subnav|chara=Lee Chaolan}} {{T6/Navbox}} Category: Tekken 6 Category: Lee Chaolan")
- 08:19, 8 May 2025 Ultra Street Fighter IV/Evil Ryu/Combos (hist | edit) [10,122 bytes] Emerald3ME (talk | contribs) (Created page with "{{USF4/Character Subnav}} == Light Starter == === Meterless === === Meter === == Medium Starter == === Meterless === === Meter === == Heavy Starter == === Meterless === === Meter === {{USF4/Navbox}} Category: Street Fighter Category: Ultra Street Fighter 4 Category: Evil Ryu")
- 17:31, 6 May 2025 Street Fighter (1987)/Ken/Movelist (hist | edit) [3,013 bytes] WoodmanFC (talk | contribs) (Created page with "{{Character Street Fighter (1987) |name=Ken }} == Normals == === Standing Normals === {| class="wikitable" |- ! Image !! {{lp}} !! Framedata |- | File:SF1KenLP.gif || ??? || ?-?-? |} {| class="wikitable" |- ! Image !! {{mp}} !! Framedata |- | File:SF1KenMP.gif || ??? || ?-?-? |} {| class="wikitable" |- ! Image !! {{hp}} !! Framedata |- | File:SF1KenHP.gif || ??? || ?-?-? |} {| class="wikitable" |- ! Image !! {{lk}} !! Framedata |- | [[File:SF1KenLK.gif]...")
- 22:58, 4 May 2025 Tekken 5: Dark Resurrection/Hwoarang/Combos (hist | edit) [143 bytes] Emerald3ME (talk | contribs) (Created page with "{{T5DR/Character Subnav|chara=Hwoarang}} {{T5DR/Navbox}} Category: Tekken 5 DR Category: Hwoarang")
- 22:56, 4 May 2025 Tekken 5: Dark Resurrection/Bryan Fury/Combos (hist | edit) [170 bytes] Emerald3ME (talk | contribs) (Created page with "{{T5DR/Character Subnav|chara=Bryan Fury}} == Normal Hit == == Counter Hit == {{T5DR/Character Subnav|chara=Bryan}} Category: Tekken 5 DR Category: Bryan Fury")
- 21:25, 4 May 2025 Tekken 7/Hwoarang (hist | edit) [220 bytes] Emerald3ME (talk | contribs) (Created page with "{{T7/Character Subnav|chara=Hwoarang}} == Introduction == === Strengths & Weaknesses === === Key Moves & Techniques === {{T7/Navbox}}")
- 21:16, 4 May 2025 Tekken 8 (hist | edit) [67 bytes] Emerald3ME (talk | contribs) (Created page with "== Characters == Category: Tekken 8 Category: Tekken Games")
- 21:05, 4 May 2025 Tekken 6/To-Do (hist | edit) [1,001 bytes] Emerald3ME (talk | contribs) (Created page with "== To - Do == * Upload default costume Images * Top banner for main page * "5 reasons to pick, and 5 reasons to avoid" chart for every character. * Strengths and Weaknesses sections for every character. * Full frame data for every character (Hwoarang's is the closest to completion). * Editing guide for the Tekken 6 wiki. * Some form of Discord/Social Media connection. == Close to Completion == * Add Yoshimitsu and Wang to the Navbox * Rearrange Navbox so character...")
- 20:52, 4 May 2025 Tekken 6/Editing (hist | edit) [1,144 bytes] Emerald3ME (talk | contribs) (Created page with "== Coding == === Wikitext (MediaWiki Markup) === ==== MediaWiki Templates ==== === HTML === === Lua Scripting === === CSS === == Combo Notation == === Input Icons === == Images == === Image Transparency === === Reducing File Size === Webp is preferable for not transparent images. === Image File Naming === * T6-characterfirstname-descriptor-#<br> T6 - Denotes the game the asset(s) are taken from. characterfirstname - Whatever the shortest name that is most commonly...")
- 16:48, 4 May 2025 Tekken 6/FAQ (hist | edit) [163 bytes] Emerald3ME (talk | contribs) (Created page with "== More Common Questions == == Less Common Questions == == See Also == {{T6/Navbox}}")