Template:FrameDataHeader-P4AU2: Difference between revisions

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{{#if:{{{version|}}}|! Version }}
! Version
! height="25px" |Damage
! height="25px" |Damage
! [[Attack Attributes (P4AU2)#Attack Level|<span style="cursor:help" title="Attack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.">Level</span>]]
! [[P4AU2/Attack Attributes#Attack Level|<span style="cursor:help" title="Attack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts.">Level</span>]]
![[Attack Attributes (P4AU2)#Attributes|<span style="cursor:help" title="Attributes this attack possesses. Some attacks are invincible to attacks of certain attributes.">Attribute</span>]]
![[P4AU2/Attack Attributes#Attributes|<span style="cursor:help" title="Attributes this attack possesses. Some attacks are invincible to attacks of certain attributes.">Attribute</span>]]
! <span style="cursor:help" title="H = Guard High, &#10;L = Guard Low, &#10;A = Air Guard">Guard</span>
! <span style="cursor:help" title="H = Guard High, &#10;L = Guard Low, &#10;A = Air Guard">Guard</span>
! <span style="cursor:help" title="C = Cancels into other normals. &#10;Sp = Cancels into specials and supers. &#10;S = Cancels into supers, but not specials. &#10;J = Cancels into Jump. &#10;D = Cancels into Dash. &#10;O = Cancels into One More! Cancel/One More! Burst. &#10;(X) = Listed Cancel only works on Hit, not Block. &#10;* = Check description for special circumstances.">Cancel</span>
! <span style="cursor:help" title="C = Cancels into other normals. &#10;Sp = Cancels into specials and supers. &#10;S = Cancels into supers, but not specials. &#10;J = Cancels into Jump. &#10;D = Cancels into Dash. &#10;O = Cancels into One More! Cancel/One More! Burst. &#10;(X) = Listed Cancel only works on Hit, not Block. &#10;* = Check description for special circumstances.">Cancel</span>
! [[Damage (P4AU2)#Damage Scaling|<span style="cursor:help" title="Proration when used as the first hit in a combo.">P1</span>]]
! [[P4AU2/Damage#Damage Scaling|<span style="cursor:help" title="Proration when used as the first hit in a combo.">P1</span>]]
! [[Damage (P4AU2)#Damage Scaling|<span style="cursor:help" title="Proration when used as the second hit onward in a combo.">P2</span>]]
! [[P4AU2/Damage#Damage Scaling|<span style="cursor:help" title="Proration when used as the second hit onward in a combo.">P2</span>]]
! [[Damage (P4AU2)#Same Move Proration|<span style="cursor:help" title="Same Move Proration. Additional proration applied when used twice or more in a combo.">SMP</span>]]
! [[P4AU2/Damage#Same Move Proration|<span style="cursor:help" title="Same Move Proration. Additional proration applied when used twice or more in a combo.">SMP</span>]]
! [[Notation#Frame Data Related Terms|<span style="cursor:help" title="Shows the number of frames 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 the number of frames 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 the number of 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 the number of 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>]]
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! [[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.">Frame Adv.</span>]]
! [[Notation#Frame Data Related Terms|<span style="cursor:help" title="The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.">Invul</span>]]
! [[Notation#Frame Data Related Terms|<span style="cursor:help" title="The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.">Invul</span>]]
! Hitbox

Latest revision as of 21:27, 12 January 2016

! Version ! height="25px" |Damage ! Level !Attribute ! Guard ! Cancel ! P1 ! P2 ! SMP ! Startup ! Active ! Recovery ! Frame Adv. ! Invul