Difference between revisions of "Template:MoveData-SSVI/MoveHeader"

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Tag: Manual revert
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| invul = {{{invul|}}}
| invul = {{{invul|}}}
| deflect = {{{deflect|}}}
| deflect = {{{deflect|}}}
| unarmed = {{{unarmed|}}}
| unarmed = {{#if:{{{unarmed|}}}|{{{unarmed|}}}|No}}
}}}}<!--
}}}}<!--
--><table class="wikitable" style="width:95%;"><!--
--><table class="wikitable" style="width:95%;"><!--
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--><td>{{#if:{{{guard|}}}|{{{guard|}}}|-}}</td><!--
--><td>{{#if:{{{guard|}}}|{{{guard|}}}|-}}</td><!--
                 --><td>{{#if:{{{startup|}}}|{{{startup|}}}|-}}</td><!--
                 --><td>{{#if:{{{startup|}}}|{{{startup|}}}|-}}</td><!--
-->{{#if:{{{active|}}}|<td>{{#if:{{{active|}}}|{{{active|}}}}}</td>}}<!--
-->{{#if:{{{active|}}}|<td>{{{active|}}}</td>}}<!--
-->{{#if:{{{recovery|}}}|<td>{{#if:{{{recovery|}}}|{{{recovery|}}}}}</td>}}<!--
-->{{#if:{{{recovery|}}}|<td>{{{recovery|}}}</td>}}<!--
--><td>{{#if:{{{hitadv|}}}|{{{hitadv|}}}|-}}</td><!--
--><td>{{#if:{{{hitadv|}}}|{{{hitadv|}}}|-}}</td><!--
--><td>{{#if:{{{stblockadv|}}}|{{{stblockadv|}}}|-}}</td><!--
--><td>{{#if:{{{stblockadv|}}}|{{{stblockadv|}}}|-}}</td><!--
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--><td>{{#if:{{{deflect|}}}|{{{deflect|}}}|-}}</td><!--
--><td>{{#if:{{{deflect|}}}|{{{deflect|}}}|-}}</td><!--
--><td>{{#if:{{{invul|}}}|{{{invul|}}}|-}}</td><!--
--><td>{{#if:{{{invul|}}}|{{{invul|}}}|-}}</td><!--
--><td>{{#if:{{{unarmed|}}}|{{{unarmed|}}}|-}}</td><!--
--><td>{{#if:{{{unarmed|}}}|{{{unarmed|}}}|No}}</td><!--
--></tr><!--
--></tr><!--
--></table><noinclude>
--></table><noinclude>

Revision as of 14:36, 25 January 2023

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.
All values calculated against IV Spirit Haohmaru. 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.
StartupNumber of frames for the move to become active, first active frame included.Hit Adv.x ~ 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.
Stand Block Adv.x ~ 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 standing,
number of frames the character recovers before (+) or after (-) the standing opponent.
Crouch Block Adv.x ~ 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 crouching,
number of frames the character recovers before (+) or after (-) the crouching opponent.
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 special or super cancelable.
If neither, will stay empty.
DeflectWhether this slash strike can be deflected or not.Invul(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 when matching the frame range.
UnarmedYes means the move can be used unarmed, No means that it can't,
Both that it can be done with or without weapon.
Whether this move can be performed without a weapon.
---------No

Usage

Header assigned to the Template:MoveData-SSVI table of a move to be displayed. As opposed to Template:MoveData-SSVI/CharHeader.