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This is a sandbox page free for everyone to edit and use as a testing ground. Feel free to practice wiki editing in here risk free, or play around with ideas for data presentation.

Test[edit]

5A
BBCP Nu 5A.png
Version Damage Guard Startup Frame Adv. Cancel
Normal 0, 250, 1500 High, Low 9 -5 Self, Jump, Special, OD, Rapid
OD 0, 250, 3500 High, Low 6 -3 Self, Jump, Special
  • Interesting property 1
  • Interesting property 2

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5A
BBCP Nu 5A.png
Versiion Damage Guard Startup Active Recovery Frame Adv.
Normal 0, 250, 1500 High, Low 9 2 12 -5
  • Interesting property 1
  • Interesting property 2

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test

5A
BBCP Nu 5A.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 0, 250, 3500 CSOJR A 9 6 9 -5 - - Click!
OD 0, 250, 3500 CSR A 6 6 9 -3 - - Click!
  • Interesting property 1
  • Interesting property 2

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5A
BBCP Nu 5A.png
Damage: 2000, 0, 500
  • Interesting property 1
  • Interesting property 2

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Startup: 7
Frame Adv.: -5
Attr: H


Name Damage Startup Frame Adv
5A 212 12 21
*Notes

Test 2[edit]

File:TestFile.png

Test Webm[edit]

Test Advanced Application[edit]

abcvalue


TestHeadersOnly

5P
asdf
GGXRD Answer 5P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows 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 RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
5P
5K
subtitle

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Version Damage TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility Hitbox
5K
subtitle

{{{text}}}

c.S

Test Tabs[edit]

foo content

bar content