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Template:MoveData-KOF02UM/CharHeader: Difference between revisions

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Franck Frost (talk | contribs)
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{{#ifeq:{{{storeInCargo|}}}|true|{{#cargo_store:
{{#ifeq:{{{storeInCargo|}}}|true|{{#cargo_store:
_table=MoveData_KOF02UM
_table=MoveData_KOF02UM
| character = {{{character|}}}
| chara = {{{chara|}}}
| moveId = {{{moveId|}}}
| moveId = {{{moveId|}}}
| orderId = {{{orderId|}}}
| orderId = {{{orderId|}}}
Line 27: Line 27:
--><tr style="font-size:100%;"><!--
--><tr style="font-size:100%;"><!--
--><th colspan="9"><!--
--><th colspan="9"><!--
--><div style="float:left;">{{{character|}}}</div><!--
--><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.