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Template:MoveData-KOF02UM/CharHeader: Difference between revisions
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Franck Frost (talk | contribs) No edit summary |
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{{#ifeq:{{{storeInCargo|}}}|true|{{#cargo_store: | {{#ifeq:{{{storeInCargo|}}}|true|{{#cargo_store: | ||
_table=MoveData_KOF02UM | _table=MoveData_KOF02UM | ||
| | | chara = {{{chara|}}} | ||
| moveId = {{{moveId|}}} | | moveId = {{{moveId|}}} | ||
| orderId = {{{orderId|}}} | | orderId = {{{orderId|}}} | ||
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--><tr style="font-size:100%;"><!-- | --><tr style="font-size:100%;"><!-- | ||
--><th colspan="9"><!-- | --><th colspan="9"><!-- | ||
--><div style="float:left;">{{{ | --><div style="float:left;">{{{chara|}}}</div><!-- | ||
--><div style="float:right;">{{{moveId|}}}</div><!-- | --><div style="float:right;">{{{moveId|}}}</div><!-- | ||
--></th><!-- | --></th><!-- |
Revision as of 10:41, 29 August 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-KOF02UM table of a character's basic action to be displayed. As opposed to Template:MoveData-KOF02UM/MoveHeader.