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Template:FrameData-KOFXIII/Query: Difference between revisions

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Franck Frost (talk | contribs)
Created page with "<includeonly>{{#cargo_query:tables=MoveData_KOFXIII<!-- -->| fields = moveId, input, input2, idle, rank, name, header, version, version2, damage, guard, cancel, startup, active, recovery, hitadv, blockadv, invul<!-- -->| where = moveId='{{{moveId|{{{1}}}}}}'<!-- -->| format = template<!-- -->| template = SwitchData-KOFXIII<!-- -->| named args = yes<!-- -->}}<!--</includeonly> <noinclude>==Usage== Makes a query to collect a move's data from the Special:CargoTables/MoveD..."
 
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- To then make the move's chart using -preferably- [[Template:FrameDataCargo-KOF02UM]], based on the [[Template:MoveData]] format.
- To then make the move's chart using -preferably- [[Template:FrameDataCargo-KOFXIII]], based on the [[Template:MoveData]] format.
{{FrameDataCargo-KOFXIII
{{FrameDataCargo-KOFXIII
|moveId=terry_sta
|moveId=terry_sta

Latest revision as of 19:33, 5 April 2023

Usage

Makes a query to collect a move's data from the MoveData_KOFXIII Cargo table made here in the Template:FrameData-KOFXIII or Template:CharData-KOFXIII format depending on if it's a move or just a char's data. That switch is handled by Template:SwitchData-KOFXIII.

Examples

- To get Terry's st.A data with its moveId=terry_sta
{{FrameData-KOFXIII/Query|terry_sta}}
! style=height:1.9em|Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
! Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
! Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
! StartupNumber of frames for the move to become active, first active frame included. ! Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
! RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. ! Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
! Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
! style=min-width:8em|Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
|-

| 25 | Mid | - | 4 | 3 | 8 | +4 | +2 | - |-


- To get Kyo's idle standing info with its moveId=kyo_st0
{{FrameData-KOF02UM/Query|kyo_st0}}
! Action

! style=height:1.9em|RankFor Wake-up and Recovery Roll, it's how many frames away they are from the average.
Negative being faster and positive slower.
Evaluate the character's rank in the Run/Walk speed chart.
For Standing and Crouching, it's the height group.
! StartupFor a jump, it'd be the number of frames before being airborne, the pre-jump frames.Number of frames before the action is active, first active frame NOT included. ! ActiveFor a jump, it'd be the number of frames the character is airborne, the jump frames.Number of frames the action is active for. ! RecoveryFor a jump, it'd be the number of frames after being airborne, the landing frames.Number of frames past its active frames for the action to end and the character to recover. |- ! Stand Stand | style=height:1.9em| Middle | - | - | - |-


- To then make the move's chart using -preferably- Template:FrameDataCargo-KOFXIII, based on the Template:MoveData format.

stand A
st.A
A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
25 Mid - 4 3 8 +4 +2 -


A quick jab. Terry's best choice for dealing with hops. Very quick recovery. Not effective for jumps. It can be comboed into Rising Upper (df+C).

  • Cancelable on hit/whiff.
  • Chains into other lights.
Source
{{FrameDataCargo-KOFXIII
|moveId=terry_sta
|description=
<br>
A quick jab. Terry's best choice for dealing with hops. Very quick recovery. Not effective for jumps. It can be comboed into Rising Upper (df+C).<br>
<br>
* Cancelable on hit/whiff.
* Chains into other lights.
}}