Template:FrameData-GG2: Difference between revisions

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| height="25px" |
| height="25px"| {{{damage|Damage}}}
| {{{damage|Damage}}}
| {{{guardDmg|{{Tt|Guard Damage|Low does no noticeable damage and won't break an enemy's guard, Medium does normal damage and will break an enemy's guard if done repeatedly, High almost instantly breaks their guard, and Unblockable attacks instantly break the enemy's guard without warning.}}}}}
| {{{guardDmg|{{Tt|Guard Damage|Low does no noticeable damage and won't break an enemy's guard, Medium does normal damage and will break an enemy's guard if done repeatedly, High almost instantly breaks their guard, and Unblockable attacks instantly break the enemy's guard without warning.}}}}}
| {{{otg|{{keyword|OTG}}}}}
| {{{otg|{{keyword|OTG}}}}}

Revision as of 19:03, 26 March 2022

| height="25px"| Damage | Guard DamageLow does no noticeable damage and won't break an enemy's guard, Medium does normal damage and will break an enemy's guard if done repeatedly, High almost instantly breaks their guard, and Unblockable attacks instantly break the enemy's guard without warning. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | Down AttackAn attack with incredibly high untechable time. | Modern Cancel WindowIf Lenient, can be Modern Canceled on hit or during recovery. If Strict, can only be cancelled on hit or immediately after hit. All projectiles are Strict. | Step Cancel WindowIf Lenient, can be Step Cancelled on hit or during recovery. If Strict, can only be cancelled on hit or immediately after hit. If Jump, can only be jump cancelled. | Invuln Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.