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Template:FrameData-KOFXV/Query

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Usage

Makes a query to collect a move's data from the MoveData_KOFXV Cargo table made here in the Template:FrameData-KOFXV or Template:CharData-KOFXV format depending on if it's a move or just a char's data. That switch is handled by Template:SwitchData-KOFXV.

Example

- To get Shun'ei's cl.A data with its moveId=shunei_cla
{{FrameData-KOFXV/Query|shunei_cla}}
! 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%.
! 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 special or super cancelable.
If neither, 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.
! 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.
! StunAmount of stun damage a move inflicts. This will not factor in proration if applicable ! style=min-width:7em|Guard DamageDamage done to the guard bar regardless of multipliers |-

| 25 | Mid | command | 4 | 3 | 8 | +4 | +2 | - | 30 | 60 |-


- To then make the move's chart using -preferably- Template:FrameDataCargo-KOFXV, based on the Template:MoveData format.

close A
cl.A
cl.A

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%.
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 special or super cancelable.
If neither, 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.
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.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 8 +4 +2 - 30 60
  • Fast close jab which can be used for checking very close hops while gaining Shun'ei frame advantage on hit and block.
  • Chains into other normals (including command normals) on block and hit making it useful for initiating pressure sequences and combos.
  • Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B
Source
{{FrameDataCargo-KOFXV
|moveId=shunei_cla
|description=
* Fast close jab which can be used for checking very close hops while gaining Shun'ei frame advantage on hit and block.
* Chains into other normals (including command normals) on block and hit making it useful for initiating pressure sequences and combos.
* Can be linked from 2B at close range into his Rush combo for Shun'ei's highest damaging resource-less combo from a low 2B
}}