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Template:MoveData-KOF98FE/CharHeader: Difference between revisions
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--><th colspan="11"><!-- | --><th colspan="11"><!-- | ||
--><div style="float:left;">{{Hover/Alt|{{{input|}}}|{{{input2|}}}}}</div><!-- | --><div style="float:left;">{{Hover/Alt|{{{input|}}}|{{{input2|}}}}}</div><!-- | ||
--><div style="float:right;" | --><div style="float:right;">{{{name|}}}</div><!-- | ||
--></th><!-- | --></th><!-- | ||
--></tr><!-- | --></tr><!-- | ||
--><tr><!-- | --><tr><!-- | ||
--><th colspan="11">{{#invoke:Parser|parseImages|{{{images|}}}|{{{display| | --><th colspan="11">{{#invoke:Parser|parseImages|{{{images|}}}|{{{display|}}}|addLineBreaks = true}}{{#invoke:Parser|parseImages|{{{hitboxes|}}}|{{{display|}}}|addLineBreaks = true}}</th><!-- | ||
--></tr><!-- | --></tr><!-- | ||
--><tr style="font-size:100%"><!-- | --><tr style="font-size:100%"><!-- |
Latest revision as of 00:37, 5 September 2022
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. | |||||||
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Usage
Header assigned to the Template:MoveData-KOF98FE table of a move to be displayed. As opposed to Template:MoveData-KOF98FE/MoveHeader.