Template:FrameDataHeader-BBCF: Difference between revisions

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{{#if:{{{version|}}}|! Version }}
<tr>
! height="25px" |Damage
{{#if:{{{version|}}}|<th> Version </th> }}
! [[BBCF/Movement|<span style="cursor:help" title="What this attack can cancel into. Any other cases will be listed in its respective notes.&#13;
<th> Damage </th>
C - self cancellable&#13;
<th> [[BBCF/Mechanics#Guard|{{Tt|Guard|How this attack can be guarded. Throws have their throw range listed instead.}}]] </th>
S - special/distortion cancellable&#13;
<th> [[Glossary#Frame Data Related Terms|{{Tt|Startup|How 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.}}]] </th>
Dr - drive/distortion cancellable&#13;
<th> [[Glossary#Frame Data Related Terms|{{Tt|Active|How many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame.}}]] </th>
O - overdrive cancellable&#13;
<th> [[Glossary#Frame Data Related Terms|{{Tt|Recovery|How 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.}}]] </th>
J - jump cancellable&#13;
<th> [[Glossary#Frame Data Related Terms|{{Tt|Frame Adv|How 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.}}]] </th>
R - rapid cancellable&#13;
<th> [[BBCF/Mechanics#Guard_Cancel_Overdrive|{{Tt|On ODR|The 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.}}]] </th>
Da - dash cancellable&#13;
<th> [[BBCF/Mechanics#Attack Attributes|{{Tt|Attribute|Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.<br/>
(X) - X cancellable on hit only">Cancel</span>]]
'''H''' - Head<br/>
! [[BBCF/Defense#Types of Blocking|<span style="cursor:help" title="How this attack can be guarded. Throws have their throw range listed instead.">Guard</span>]]
'''B''' - Body<br/>
! [[Notation#Frame Data Related Terms|<span style="cursor:help" title="Shows how many frame that the corresponding move needs to go through in order to reach its active frames.">Startup</span>]]
'''F''' - Foot<br/>
! [[Notation#Frame Data Related Terms|<span style="cursor:help" title="Shows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.">Active</span>]]
'''P''' - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2<br/>
! [[Notation#Frame Data Related Terms|<span style="cursor:help" title="Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.">Recovery</span>]]
'''T''' - Throw<br/>
! [[Notation#Frame Data Related Terms|<span style="cursor:help" title="The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.">Frame Adv</span>]]
'''D''' - Doll attack, such as Carl's or Relius' doll<br/>
! [[BBCF/Attack Attributes#Attack Attributes|<span style="cursor:help" title="Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.&#13;
'''Burst''' - Burst, which has its own unique attribute}}]] </th>
H - Head&#13;
<th> [[BBCF/Mechanics#Attribute_Invincibility|Invuln]]</th>
B - Body&#13;
</tr>
F - Foot&#13;
P - Projectile that still counts as part of the character. Durability level will be in parenthesis. If no level noted, then it is Level 1.&#13;
P* - Projectile that is independent of the character. Durability level will be in parenthesis. If no level noted, then it is Level 1.&#13;
T - Throw">Attribute</span>]]
! [[BBCF/Attack Attributes#Attack Attributes|<span style="cursor:help" title="Attribute and Hitbox Invulnerability information.
All - completely invincible&#13;
H - head invul&#13;
B - body invul&#13;
F - foot invul&#13;
P - projectile invul&#13;
T - throw invul&#13;
C - catch-counter&#13;
GP - guard point&#13;
Ar - super armor">Invul</span>]]

Latest revision as of 17:00, 1 December 2023

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