Remember the Intended Audience
When writing guides, remember the intended audience is beginners and intermediates -not experts-.
- Move explanations should not be very long if possible. Use bullet lists to list interesting properties, and paragraphs for deeper explanations.
- The combo section should not list ALL combos for a character. List enough for a character to learn the basics for standard situations (common starters, big punishes, corners, etc.)
Creating Images
- The two primary goals for the images are:
- Make the attack easily identifiable by players who do not know the character and have seen the attack once or twice at most.
- Be a visual aid to explain how an attack works. See examples:
- Use sprite rips for images even if the sprite does not use all the special effects used in game. If no rips are available, use high quality screenshots taken with a capture card.
- Characters should face right (as if they are player 1)
- Use multiple images if the attack does an animation that can not easily be understood by one sprite alone.
- Crop the image so that extraneous details such as long ponytails do not take up space.
Use the Templates
Templates are pre-defined All the character pages use templates to maintain a uniform look. Most users won't need to worry about them as they will already be in place. But just in case all the pages follow the same pattern:
- Each move uses the template Template:MoveData to lay out an attack with move name, images, captions, and truncated list of frame data.
- Each game uses an AttackData template (or in rare instances a FrameData template) for frame data to be used on the character pages. for example Template:AttackData-BBCP, Template:AttackData-GGACR, and Template:AttackData-P4M
- When in doubt, look at other character pages and copy the format they use.