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           | 5D = Hitstop on block: 20F;<!--
           | 5D = Hitstop on block: 20F;<!--
               -->Hitstop on ground hit: 16F;<!--
               -->Hitstop on ground hit: 16F;<!--
               -->Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F);<!--
               -->Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F);<!--
              -->R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.;<!--  
               -->Wall Damage in ( ) refers to if opponent is touching the wall.;<!--
               -->Wall Damage in ( ) refers to if opponent is touching the wall.;<!--
               -->Has no additional Combo Delay on initial hit, unlike other overheads (usually adding +5 on initial hit).;<!--
               -->Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).;<!--
               -->Telegraphing orange glow appears frame 4, and reaches full brightness on frame 5.
               -->Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
           | 5[D] = Hitstop on block: 20F;<!--
           | 5[D] = Hitstop on block: 20F;<!--
                 -->Hitstop on raw hit: 45F;<!--
                 -->Hitstop on raw hit: 45F;<!--
                 -->Properties for opponent on block follow Level 4 rules.;<!--
                 -->Properties for opponent on block follow Level 4 rules.;<!--
                -->R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.;<!--
                 -->Wall Damage in ( ) refers to if opponent is touching the wall.;Wall Damage when hit raw is increased to 700 (900).;<!--
                 -->Wall Damage in ( ) refers to if opponent is touching the wall.;Wall Damage when hit raw is increased to 700 (900).;<!--
                 -->Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.;<!--
                 -->Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.;<!--
                 -->Telegraphing orange glow appears frame 4, and reaches full brightness on frame 5.
                 -->Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
           | Throw = Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.;<!--
           | Throw = Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.;<!--
                   -->Builds {{{3|1000}}} Tension once all damage is dealt.;<!--
                   -->Builds {{{3|1000}}} Tension once all damage is dealt.;<!--
                   -->On hit, applies an increased 25 [[GGST/Damage#Combo_Decay|Combo Decay]].;<!--
                   -->On hit, applies an increased 25 Combo Decay.;<!--
                   -->Properties change if Roman Canceled before all damage is dealt:;<!--
                   -->Properties change if Roman Canceled before all damage is dealt:;<!--
                  -->* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.;<!--
                   -->* R.I.S.C. Loss: 1000;<!--
                   -->* R.I.S.C. Loss: 1000;<!--
                  -->* Proration: Forced 75%;<!--
                  -->* Combo Decay on hit: 15
          | Air Throw = Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.;<!--
                  -->Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.;<!--
                  -->On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.;<!--
                  -->Frame advantage {{{3|_}}}.;<!--
                  -->Builds {{{4|1000}}} Tension once all damage is dealt.;<!--
                  -->On hit, applies an increased 25 Combo Decay.;<!--
                  -->Properties change if Roman Canceled before all damage is dealt:;<!--
                   -->* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.;<!--
                   -->* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.;<!--
                  -->* R.I.S.C. Loss: 1000;<!--
                   -->* Proration: Forced 75%;<!--
                   -->* Proration: Forced 75%;<!--
                   -->* Combo Decay on hit: 15
                   -->* Combo Decay on hit: 15
           | Finish Blow = Hitstop on hit: 30F;<!--
           | Finish Blow = Hitstop on hit: 30F;<!--
                         -->Unburstable on hit.
                         -->Unburstable on hit.
           | False Multihit = The attack is performed by multiple entities (i.e. projectiles), the attack therefore does not behave as a single multi-hit attack:;<!--
           | False Multihit = The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:;<!--
           -->* Hits by each entity will be scaled by previous hits, even if they are seemingly simultaneously.;<!--
           -->* The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% {{{3|-}}} times in total.;<!--
          -->* Each entity applies R.I.S.C. Loss seperately. All R.I.S.C. Loss after the first hit count for 0, but still apply 25% R.I.S.C. reduction if the R.I.S.C. Level is above 0.;<!--
          -->* All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.;<!--
           -->* Raw hit only deals the maximum damage from at least 1333 R.I.S.C. (approx. 10.4% gauge).
           -->* Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.
           | Dash Cancel = Can be kara canceled into special moves or Overdrives on frames 1~3. If canceled on frame 1, Dash Cancel will not start, but momentum will still be applied.
           | Dash Cancel = Can be kara canceled into special moves or Overdrives on frames 1~3. If canceled on frame 1, Dash Cancel will not start, but momentum will still be applied.
           | Projectile = Projectile spawns on frame {{{3|-}}} and will continue even if Purple Roman Canceled.;<!--
           | Projectile = Projectile will continue if Purple Roman Canceled on frame {{#expr: {{{3|-}}} +1}} at the earliest.;<!--
                    -->'''Clash Level:''' {{{4|-}}};<!--
                    -->'''Clash Hits:''' {{{5|-}}}
          | superProjectile = Projectile spawns during super freeze on frame {{{3|-}}} and can be Purple Roman Canceled immediately after end of super freeze.;<!--
                     -->'''Clash Level:''' {{{4|-}}};<!--
                     -->'''Clash Level:''' {{{4|-}}};<!--
                     -->'''Clash Hits:''' {{{5|-}}}
                     -->'''Clash Hits:''' {{{5|-}}}
           | Proximity Range = Input Proximity Range: {{{3|-}}}
           | Proximity Range = Input Proximity Range: {{{3|-}}}
           | Activation X = Horizontal [[GGST/Attack Attributes#Activation Range|Activation Range]]: {{{3|-}}}
           | Activation X = Horizontal Activation Range: {{{3|-}}}
           | Activation Y = Vertical [[GGST/Attack Attributes#Activation Range|Activation Range]]: {{{3|-}}}
           | Activation Y = Vertical Activation Range: {{{3|-}}}
           | Initial Combo Decay = If the first hit of a combo, applies an additional +{{{3|-}}} [[GGST/Damage#Combo Decay|Combo Decay]].
           | Initial Combo Decay = If the first hit of a combo, applies an additional +{{{3|-}}} Combo Decay.
           | Hitgrab = Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.;<!--
           | Hitgrab = Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.;<!--
                     -->Builds {{{3|1000}}} Tension once all damage is dealt.;<!--
                     -->Builds {{{3|1000}}} Tension once all damage is dealt.;<!--
                     -->On hit, applies an increased 25 [[GGST/Damage#Combo Decay|Combo Decay]].;<!--
                     -->On hit, applies an increased 25 Combo Decay.;<!--
                     -->Does not apply 25% R.I.S.C. Loss reduction on hit, similar to grabs.
                     -->Does not apply 25% R.I.S.C. Loss reduction on hit, similar to grabs.
           | Hitgrab Heat Knuckle = Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.;<!--
           | Hitgrab Heat Knuckle = Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.;<!--
                     -->Builds {{{3|1000}}} Tension once all damage is dealt.;<!--
                     -->Builds {{{3|1000}}} Tension once all damage is dealt.;<!--
                     -->On hit, applies an increased 25 [[GGST/Damage#Combo Decay|Combo Decay]].;<!--
                     -->On hit, applies an increased 25 Combo Decay.;<!--
                     -->''Does'' apply 25% R.I.S.C. Loss reduction on hit, unlike other hitgrabs.
                     -->''Does'' apply 25% R.I.S.C. Loss reduction on hit, unlike other hitgrabs.
           | Floating Crumple Body = Hitstop on ground hit: 16F;<!--
           | Floating Crumple Body = Hitstop on ground hit: 16F;<!--
                                  -->{{{3|}}} Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F)
                                  -->{{{3|}}} Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19~28F)
           | Floating Crumple Head = Hitstop on ground hit: 16F;<!--
           | Floating Crumple Head = Hitstop on ground hit: 16F;<!--
                                  -->{{{3|}}} Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F)
                                  -->{{{3|}}} Floating crumple on ground hit: Total 33F (airborne hitstun 1-19F, standing hitstun 20-27F, can block 28-33F)
          | Extended Penalty = Tension Penalty lasts an extended 460F (7⅔ seconds) compared to the standard 180F (3 seconds).
          | Retreating = Moves backwards during initial movement on frames {{{3|-}}};<!--
                      -->Decreases Tension Balance during the initial movement, for a total of -{{{4|-}}} Tension Balance.;<!--
                      -->Increases Negative value during the initial movement, for a total  {{{5|-}}} Negative value (amount varies and increases with distance to the opponent).
          | Spell = Costs {{{3|-}}} Mana.;<!--
                  -->Can cancel into Specials Frames {{{4|-}}}.;<!--
                  -->Using Purple Roman Cancel during startup cancels the effect and does not consume a Spell Slot.;
          | Wild Assault Blue Uncharged = Guard crush duration: 35F;<!--
                                        -->Adds additional momentum on cancels without backwards movement.;<!--
                                        -->Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.;<!--
                                        -->Total stagger duration: 34F (1-26F hitstun, 27-34F can block only);<!--
                                        -->Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively);<!--
                                        -->Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively);                                     
          | Wild Assault Blue Charged = Guard crush duration: 39F;;<!--
                                      -->Adds additional momentum on cancels without backwards movement.;
         }}
         }}
| DNFD = {{#switch: {{{2|}}}
| DNFD = {{#switch: {{{2|}}}
           | Awakening Overview = ''Awakening Effect: activates when entering Awakening mode at 30% HP or less.''
           | Awakening Overview = ''Awakening Effect: activates when entering Awakening mode at 30% HP or less.''
          | Awakening Overview2 = ''Awakening Effect: activates when entering Awakening mode at 50% HP or less.''
         }}
         }}
| GBVSR = {{#switch: {{{2|}}}
          | Raging Strike = Universal Unblockable that requires one Bravery Point for usage.;<!--
                                      -->If cancelled into during a combo, has 1F startup.;<!--
                                      -->Deals 1000 damage on block due to Guard Crush.;
          }}
}}</includeonly><noinclude>
}}</includeonly><noinclude>
A simple string-returning template for commonly used notes in Full Frame Data, particularly with universal moves such as {{clr|game=GGST|D|Dust Attack}} in Guilty Gear -Strive-.
A simple string-returning template for commonly used notes in Full Frame Data, particularly with universal moves such as {{clr|game=GGST|D|Dust Attack}} in Guilty Gear -Strive-.
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         - GGST | Throw                [Modifier: Tension Gain]
         - GGST | Throw                [Modifier: Tension Gain]
         - GGST | Finish Blow
         - GGST | Finish Blow
         - GGST | False Multihit
         - GGST | False Multihit       [Modifier: Number of R.I.S.C. Loss instances]
         - GGST | Dash Cancel
         - GGST | Dash Cancel
         - GGST | Projectile            [Modifiers: Spawn Frame, Clash Level, Clash Hits]
         - GGST | Projectile            [Modifiers: Spawn Frame, Clash Level, Clash Hits]
        - GGST | superProjectile      [Modifiers: Spawn Frame, Clash Level, Clash Hits]
         - GGST | Proximity Range
         - GGST | Proximity Range
         - GGST | Activation X
         - GGST | Activation X
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         - GGST | Floating Crumple Body [Modifier: Additional text]
         - GGST | Floating Crumple Body [Modifier: Additional text]
         - GGST | Floating Crumple Head [Modifier: Additional text]
         - GGST | Floating Crumple Head [Modifier: Additional text]
        - GGST | Extended Penalty
        - GGST | Retreating            [Modifiers: Movement Frames, Tension Balance, Negative Value]
        - GGST | Spell                [Modifiers: Mana Cost, Cancel Window]
        - GGST | Wild Assault Blue Uncharged
        - GGST | Wild Assault Blue Charged
         - DNFD | Awakening Overview
         - DNFD | Awakening Overview
 
        - DNFD | Awakening Overview2
Example:
Example:
     '''<nowiki>{{FrameDataNotes|GGST|Throw}}</nowiki>'''
     '''<nowiki>{{FrameDataNotes|GGST|Throw}}</nowiki>'''

Latest revision as of 05:32, 12 February 2024

A simple string-returning template for commonly used notes in Full Frame Data, particularly with universal moves such as Dust Attack in Guilty Gear -Strive-.

   {{FrameDataNotes|1|3}}
   
   1 = Game of note
   2 = Name of note
   3 = Value modifier (for variants of common notes)
   
   Available notes:
       - GGST | 5D
       - GGST | 5[D]
       - GGST | Throw                 [Modifier: Tension Gain]
       - GGST | Finish Blow
       - GGST | False Multihit        [Modifier: Number of R.I.S.C. Loss instances]
       - GGST | Dash Cancel
       - GGST | Projectile            [Modifiers: Spawn Frame, Clash Level, Clash Hits]
       - GGST | superProjectile       [Modifiers: Spawn Frame, Clash Level, Clash Hits]
       - GGST | Proximity Range
       - GGST | Activation X
       - GGST | Activation Y
       - GGST | Initial Combo Decay   [Modifier: Tension Gain]
       - GGST | Hitgrab
       - GGST | Hitgrab Heat Knuckle
       - GGST | Floating Crumple Body [Modifier: Additional text]
       - GGST | Floating Crumple Head [Modifier: Additional text]
       - GGST | Extended Penalty
       - GGST | Retreating            [Modifiers: Movement Frames, Tension Balance, Negative Value]
       - GGST | Spell                 [Modifiers: Mana Cost, Cancel Window]
       - GGST | Wild Assault Blue Uncharged
       - GGST | Wild Assault Blue Charged
       - DNFD | Awakening Overview
       - DNFD | Awakening Overview2

Example:

   {{FrameDataNotes|GGST|Throw}}

Results in...

Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.;Builds 2080 Tension once all damage is dealt.;On hit, applies an increased 25 Combo Decay.;Properties change if Roman Canceled before all damage is dealt:;* Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.;* R.I.S.C. Loss: 1000;* Proration: Forced 75%;* Combo Decay on hit: 15