Template:GGACR Move Card

Template page
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
  description=a text description of the move
  versioned (OPTIONAL)=override name column visibility to on. used when a move has multiple versions but only 1 input.

This is a test page for practicing move card generation

Examples

1 inputs 1 version

Damage Guard Startup Active Recovery On-Block Invuln
6 [26] Mid 6 3 9 -2
Total: 17

5P is Venom's fastest, lowest commitment way to launch an inert ball.

Balls launched by 5P move very slowly. This makes 5P the ideal normal to launch a ball with the intent to approach behind the ball. Other normals will often launch the ball too quickly to approach behind, or will have too much recovery to keep up with the ball.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 85% 3 8 1

2 input 2 version

Version Damage Guard Startup Active Recovery On-Block Invuln
623H > S 16 All 17 5 Until landing+6
623H > H 16 All 17 6 Until landing+12

A follow-up to Vapor Thrust, primarily used for combos. Can also be used as a last ditch attempt to avoid being DP punished, but leaves Ky in CH state.


S version blows the opponent away and downwards.

  • Causes wallstick and can be used for combos near the corner or to push the opponent towards the corner from midscreen.
  • Recovers faster than H version, doesn't bounce Ky as high up.
  • Since Lightning Javelin can be performed even on whiff FRC point can make Vapor Thrust safe.

H version blows the opponent away directly to the corner and wallbounces.

  • Used to either combo the opponent midscreen or to knock down. The wallbounce leaves the opponent right next to Ky, allowing for a setup.
  • Recovers slower than S version, bounces Ky higher up.
  • Since Lightning Javelin can be performed even on whiff FRC point can make Vapor Thrust safe.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
623H > S 24~26F 15 6 5
623H > H 27~29F 15 12 5

623H > S:

  • Ky is in CH state until landing

623H > H:

  • Ky is in CH state until landing

4 inputs 3 versions

Version Damage Guard Startup Active Recovery On-Block Invuln
623S 32 Mid 9 3 32+13 after landing -34 1~8F All
623H 36 Mid 11 4 30+13 after landing -33 1~10F All
11~15F Strike
j.623S/H 32 All 11 3 Until landing+13 1~10F Strike

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 stategy 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 FRC Window Proration Guard Bar+ Guard Bar- Level
623S N/A 80% 10 7 3
623H N/A 80% 10 10 3
j.623S/H N/A 10 7 3

623S:

  • Ky is airborne from 9F onwards
  • Can cancel into Lightning Javelin from 16~29F

623H:

  • Ky is airborne from 11F onwards
  • Can cancel into Lightning Javelin from 17~31F

j.623S/H:

  • Can cancel into Lightning Javelin from 15~33F

Zappa - Type Specifier

Damage Guard Startup Active Recovery On-Block Invuln
76 Mid 17 6 24 -11

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 stategy 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.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Attack is fully extended on 20F

ABA

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 9 3 14 0 7~22F Foot

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 stategy 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.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4