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| ! {{#if:{{{description|}}}|rowspan="2"{{!}}|}}{{{version|}}}<div><small>{{#if:{{{subtitle|}}}|{{{subtitle|}}}</small></div>}}
| | <tr> |
| | height="25px"| {{#if:{{{damage|}}}|{{{damage|}}}|-}}
| | {{#if:{{{name|}}}|<th>{{{name|-}}} </th>}} |
| | {{#if:{{{cancel|}}}|<span title="What this attack can cancel into. Any other cases will be listed in its respective notes.
| | <td> {{{damage|-}}} </td> |
| C - self cancellable
| | <td> {{{guard|-}}} </td> |
| S - special/distortion cancellable
| | <td> {{{startup|-}}} </td> |
| J - jump cancellable
| | <td> {{{active|-}}} </td> |
| R - rapid cancellable
| | <td> {{{recovery|-}}} </td> |
| Da - dash cancellable
| | <td> {{{onBlock|-}}} </td> |
| (X) - X cancellable on hit only">{{{cancel|}}}</span>|-}}
| | <td> {{{onODR|-}}} </td> |
| | {{#if:{{{p1|}}}|{{{p1|}}}|-}}
| | <td> {{{attribute|-}}} </td> |
| | {{#if:{{{p2|}}}|<span title="(once) - proration is only applied once for all the hits in this attack instead of per hit ">{{{p2|}}}</span>|-}}
| | <td> {{{invuln|-}}} </td> |
| | {{#if:{{{starter|}}}|<span title="Combo time modifier when used as the starting hit of a combo.
| | </tr> |
| L - Long (best)
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| N - Normal
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| S - Short
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| VS - Very Short (worst)
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| See the Damage/Combo section of the wiki for more details">{{{starter|}}}</span>|-}}
| |
| | {{#if:{{{smp|}}}|<span title="Additional combo time modifier when used twice or more in the same combo. Attacks that count as the same attack will have the same letter.">{{{smp|}}}</span>|-}}
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| | {{#if:{{{guard|}}}|<span title="How this attack can be guarded.
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| H - High
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| L - Low
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| A - Air Normal Block
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| B - Barrier Block
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| T - Throw. Throw range is listed in parentheses
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| All strikes can be air Barrier Blocked unless otherwise stated">{{{guard|}}}</span>|-}}
| |
| | {{#if:{{{level|}}}|{{{level|}}}|-}}
| |
| | {{#if:{{{attribute|}}}|<span title="Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
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| H - Head
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| B - Body
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| F - Foot
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| 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.
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| P* - Projectile that is independent of the character. Durability level will be in parenthesis. If no level noted, then it is Level 1.
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| T - Throw">{{{attribute|}}}</span>|-}}
| |
| | {{#if:{{{startup|}}}|{{{startup|}}}|-}}
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| | {{#if:{{{active|}}}|{{{active|}}}|-}}
| |
| | {{#if:{{{recovery|}}}|{{{recovery|}}}|-}}
| |
| | {{#if:{{{frameAdv|}}}|{{{frameAdv|}}}|-}}
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| | {{#if:{{{invul|}}}|<span title="Attribute and Hitbox Invulnerability information.">{{{invul|}}}</span>|-}}
| |
| | {{#if:{{{hitbox|}}}|[{{{hitbox|}}} Click!]|-}}
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| |-
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| {{#if:{{{description|}}}|
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| {{!}} colspan="16" style="text-align: left; vertical-align:top;" {{!}}
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| <div> | |
| {{{description|}}}
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| </div> | |
| {{!}}- }}
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