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Template:FrameDataHeader-KOF98FE: Difference between revisions
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{{#if:{{{version|}}}|! {{Tt|{{Tt|Version| '''>''' indicates a follow-up to the main move,<br> '''>>''' a follow-up to a follow-up and so on.}}|Different versions and/or follow-ups to the move.}} }} | {{#if:{{{version|}}}|! {{Tt|{{Tt|Version| '''>''' indicates a follow-up to the main move,<br> '''>>''' a follow-up to a follow-up and so on.}}|Different versions and/or follow-ups to the move.}} }} | ||
! style=height:1.9em |{{Tt|{{Tt|Damage|'''z (x+y)''' means the move has two hits.<br> The first does '''x''',<br> the second does '''y''',<br> for a total of '''z'''.}}|Damage dealt by the move.<br> '''10 is 1%'''.}} | ! style=height:1.9em|{{Tt|{{Tt|Damage|'''z (x+y)''' means the move has two hits.<br> The first does '''x''',<br> the second does '''y''',<br> for a total of '''z'''.}}|Damage dealt by the move.<br> '''10 is 1%'''.}} | ||
! {{Tt|Counter|Damage dealt by the move on [[The_King_of_Fighters_%2798_UMFE/System#Universal_Mechanics|counter hit]].<br> '''10 is 1%'''.}} | ! {{Tt|Counter|Damage dealt by the move on [[The_King_of_Fighters_%2798_UMFE/System#Universal_Mechanics|counter hit]].<br> '''10 is 1%'''.}} | ||
! {{Tt|{{Tt|Stun|'''z (x+y)''' means the move has two hits.<br> The first does '''x''' stun points,<br> the second does '''y''',<br> for a total of '''z'''.}}|Stun dealt by the move.<br> '''10 is 1%'''.}} | ! {{Tt|{{Tt|Stun|'''z (x+y)''' means the move has two hits.<br> The first does '''x''' stun points,<br> the second does '''y''',<br> for a total of '''z'''.}}|Stun dealt by the move.<br> '''10 is 1%'''.}} |
Revision as of 08:41, 30 August 2022
! 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%.
! CounterDamage dealt by the move on counter hit.
10 is 1%.
! Stunz (x+y) means the move has two hits.
The first does x stun points,
the second does y,
for a total of z.Stun 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 cancelable. If not, 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.
Usage
Determines the columns to be used for the Template:FrameData-KOF98FE tables. It also serves as a tooltip.