User:Wakeup720

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Automatically creates a query for cargo based on the current character page when given an input.

Params:

  chara     (OPTIONAL) = defines the character the move card is for. If left blank, uses the current character page.
  input                = a comma separated list of the inputs used for a move and its versions as they appear in cargo
  versioned (OPTIONAL) = override name column visibility to on. used when a move has multiple versions but only 1 input.
  condition (OPTIONAL) = a back slash separated list of additional specifier texts behind the move's input. Such as "Air OK"
  type      (OPTIONAL) = uses the cargo "type" field to help specify a desired move when multiple moves overlap inputs. 
  description          = a text description of the move

This is a test page for practicing move card generation

Examples

1 inputs 1 versions

Damage Guard Startup Active Recovery On-Block Attribute Invuln
400 All 7 3 11 0 B

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Short 2 100 80

2 inputs 1 version

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 12 Until Hit Total 47 -1 P2*
1500 All 12 Until Hit Total 47 -1 P2

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
41236D Long 4 80 82
623D Long 4 80 82
  • 41236D (notes: Magnetises for 480F (1000F in Overdrive) Electricity meter consumed on 1st frame Counterhit state for entire move There is a hitbox on Tager's chest, but it cannot hit the opponent.)
  • 623D (notes: Magnetises for 480F (1000F in Overdrive) Electricity meter consumed on 1st frame Counterhit state for entire move)

2 inputs 2 versions

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
A Sledgehammer 1200 All 20 3 18 -4 B 1~23 Guard P
B Sledgehammer 1300 (1500) All 35~56 4 20 -7 B 1~1F after Active Guard P
11~5F before Active Guard HBP

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236A Normal 3 80 89
236B Normal 3 80 89
  • 236A (notes: Can cancel into Additional attack for an 8F window after active frames end On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged Can guard point up to 20000 damage Can guard against unblockables)
  • 236B (notes: Can cancel into Additional attack for a 13F window after active frames end If delayed to maximum duration, damage increases to 1500 On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged Can guard point up to 20000 damage Delaying move also extends both guardpoint durations)