Template:FrameDataHeader-GGXRD: Difference between revisions

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{{#if:{{{version|}}}|! Version }}
! Version
! Damage
! Damage
! [[Gauges (GGXRD)#Tension Gauge|<span style="cursor:help" title="The amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article.">Tension</span>]]
! [[GGXRD/Gauges#Tension Gauge|<span style="cursor:help" title="The amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article.">Tension</span>]]
! [[Damage (GGXRD)#RISC Gauge|<span style="cursor:help" title="The amount the RISC gauge increases on hit/block. Click the link for the full article.">RISC</span>]]
! [[GGXRD/Damage#R.I.S.C. Level|<span style="cursor:help" title="The amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article.">RISC</span>]]
! [[Damage (GGXRD)#RISC Gauge|<span style="cursor:help" title="Additional Proration.">Prorate</span>]]
! [[GGXRD/Damage#Initial Proration and Forced Proration|<span style="cursor:help" title="Additional Proration.">Prorate</span>]]
! [[Attack Attributes (GGXRD)#Attack Level|<span style="cursor:help" title="Attack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.">Attack Lv.</span>]]
! [[Attack Attributes (GGXRD)#Attack Level|<span style="cursor:help" title="Attack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.">Attack Lv.</span>]]
! [[Defense (GGXRD)#Blocking|<span style="cursor:help" title="How this attack can be guarded. Throws have their throw range listed.">Guard</span>]]
! [[GGXRD/Defense#Blocking|<span style="cursor:help" title="How this attack can be guarded. Throws have their throw range listed.">Guard</span>]]
! [[Movement (GGXRD)#Cancels|<span style="cursor:help" title="What this attack can cancel into.">Cancel</span>]]
! [[GGXRD/Movement#Cancels|<span style="cursor:help" title="What this attack can cancel into.">Cancel</span>]]
! [[GGXRD/Movement#Roman Cancel|<span style="cursor:help" title="What types of Roman Cancels this attack can cancel into. Y = Yellow, R = Red, P = Purple">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>]]
! [[Attack Attributes (GGXRD)#Invincibility|<span style="cursor:help" title="Invincibility.">Inv.</span>]]
! [[GGXRD/Attack Attributes#Invincibility|<span style="cursor:help" title="Invincibility.">Inv.</span>]]

Latest revision as of 21:24, 12 January 2016

! Version ! Damage ! Tension ! RISC ! Prorate ! Attack Lv. ! Guard ! Cancel ! Roman ! Startup ! Active ! Recovery ! Frame Adv. ! Inv.