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Template:FrameDataHeader-KOF02UM: Difference between revisions
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{{#if:{{{version|}}}|! Version }} | {{#if:{{{version|}}}|! Version }} | ||
! height="25px" |Damage | ! height="25px" |Damage | ||
! {{ | ! [[The_King_of_Fighters_2002_UM/Defense#Blocking|{{Tt|Guard| How this attack has to be blocked. [[The_King_of_Fighters_2002_UM/Offense#Throws|Throws]] and [[The_King_of_Fighters_2002_UM/Offense#Unblockables|unblockables]] will stay empty.}}]] | ||
! {{ | ! {{Tt|Cancel| If this move is ([[The_King_of_Fighters_2002_UM/Gauges#Special_Cancel|special]]) cancelable or [[The_King_of_Fighters_2002_UM/Gauges#Super_Cancel_.28SC.29|super cancelable]]. If neither, will stay empty.}} | ||
! {{Tt|Startup|Number of frames for the move to | ! {{Tt|Startup|Number of frames for the move to become active, first active frame included.}} | ||
! Active | ! {{Tt|Active|Number of frames the move is active, and eventually cancelable, for.}} | ||
! Recovery | ! {{Tt|Recovery|Number of frames until the character recovers from the move.}} | ||
! Hit Advantage | ! {{Tt|Hit Advantage|After the move hits, number of frames the character recovers before (plus) or after (minus) the opponent.}} | ||
! Block Advantage | ! {{Tt|Block Advantage|After the move is blocked, number of frames the character recovers before (plus) or after (minus) the opponent.}} | ||
<noinclude>==Usage== | <noinclude>==Usage== | ||
Determines the columns to be used for The King of Fighters 2002 Unlimited Match data tables. | Determines the columns to be used for The King of Fighters 2002 Unlimited Match data tables. | ||
[[Category:The King of Fighters 2k2UM]]</noinclude> | [[Category:The King of Fighters 2k2UM]]</noinclude> |
Revision as of 06:13, 20 May 2021
! height="25px" |Damage ! [[The_King_of_Fighters_2002_UM/Defense#Blocking|Guard How this attack has to be blocked. Throws and unblockables will stay empty.]] ! Cancel If this move is (special) cancelable or super cancelable. If neither, will stay empty. ! StartupNumber of frames for the move to become active, first active frame included. ! ActiveNumber of frames the move is active, and eventually cancelable, for. ! RecoveryNumber of frames until the character recovers from the move. ! Hit AdvantageAfter the move hits, number of frames the character recovers before (plus) or after (minus) the opponent. ! Block AdvantageAfter the move is blocked, number of frames the character recovers before (plus) or after (minus) the opponent.
Usage
Determines the columns to be used for The King of Fighters 2002 Unlimited Match data tables.