Template:FrameDataHeader-GGXRD: Difference between revisions

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! [[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.">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>]]
! [[Attack Attributes (GGXRD)#Invincibility|<span style="cursor:help" title="Invincibility.">Inv.</span>]]
! [[Attack Attributes (GGXRD)#Invincibility|<span style="cursor:help" title="Invincibility.">Inv.</span>]]

Revision as of 21:30, 17 December 2014