Template:BBCF Move Card/doc: Difference between revisions

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{{BBCF Move Card|game=BBCF
{{BBCF Move Card|game=BBCF
|chara=Iron Tager
|chara=Iron Tager
|input=236A,236B|versioned=yes|names=236A,236B
|input=236A,236B|versioned=name
}}
}}


{{doc/end}}
{{doc/end}}

Revision as of 00:37, 26 September 2022

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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400 All 7 3 11 0 +6 B

2 inputs 1 version

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1500 All 12 Until Hit Total: 47 -1 -20 P2
1500 All 12 Until Hit Total 47 -1 -20 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.

2 inputs 2 versions

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
A Sledgehammer 1200 All 20 3 18 -4 -14 B 1~23 Guard P
B Sledgehammer 1300 All 35~55 4 20 -7 -32~-52 B 1~(1F after Active) Guard P
11~(6F 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
A Sledgehammer Normal 80 89 3
B Sledgehammer Normal 80 89 3

A Sledgehammer:

  • Can cancel into Additional Attack on frames 23~31
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
  • Can guard point up to 20000 damage
  • Can guard against unblockables


B Sledgehammer:

  • Can cancel into Additional Attack during first 13 frames of recovery
  • Crumple Duration 31F, Crumple Fall 64F
  • 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

This is the documentation page, it should be transcluded into the main template page. See Template:Doc for more information.