Template:AttackDataHeader-GGXRD: Difference between revisions

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! [[Defense (GGXRD)#Blocking|<span style="cursor:help" title="How this attack can be guarded. Throws have their throw range listed instead.">Guard</span>]]
! [[Defense (GGXRD)#Blocking|<span style="cursor:help" title="How this attack can be guarded. Throws have their throw range listed instead.">Guard</span>]]
! [[Movement (GGXRD)#Cancels|<span style="cursor:help" title="What this attack can cancel into.">Cancel</span>]]
! [[Movement (GGXRD)#Cancels|<span style="cursor:help" title="What this attack can cancel into.">Cancel</span>]]
! [[Movement (GGXRD)#Roman Cancel|<span style="cursor:help" title="What types of Roman Cancels are available.">Roman</span>]]
! [[Notation#Frame Data Related Terms|<span style="cursor:help" title="Shows how many frame that the corresponding move needs to go through in order to reach its active frames.">Startup</span>]]
! [[Notation#Frame Data Related Terms|<span style="cursor:help" title="Shows how many frame that the corresponding move needs to go through in order to reach its active frames.">Startup</span>]]
! [[Notation#Frame Data Related Terms|<span style="cursor:help" title="Shows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.">Active</span>]]
! [[Notation#Frame Data Related Terms|<span style="cursor:help" title="Shows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.">Active</span>]]
! [[Notation#Frame Data Related Terms|<span style="cursor:help" title="Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.>Recovery</span>]]
! [[Notation#Frame Data Related Terms|<span style="cursor:help" title="Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.>Recovery</span>]]
! [[Notation#Frame Data Related Terms|<span style="cursor:help" title="The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.">Frame Adv.</span>]]
! [[Notation#Frame Data Related Terms|<span style="cursor:help" title="The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.">Frame Adv.</span>]]

Revision as of 20:39, 9 January 2015