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 versioned (OPTIONAL) = override name column visibility to on. used when a move has multiple versions but only 1 input. condition (OPTIONAL) = a back slash separated list of additional specifier texts behind the move's input. Such as "Air OK" type (OPTIONAL) = uses the cargo "type" field to help specify a desired move when multiple moves overlap inputs. description = a text description of the move
This is a test page for practicing move card generation
Examples
1 inputs 1 versions
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
45 | All | 5 | 2 | 13 | +1 | none |
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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | +1 | 20 | 1 | 1 |
1 inputs 1 versions + MP
Damage | Guard | Startup | Active | Recovery | On-Block | MP Cost | Invuln |
---|---|---|---|---|---|---|---|
45 | All | 5 | 2 | 13 | +1 | - | none |
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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | +1 | 20 | 1 | 1 |
2 inputs 1 version
Name | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
Caracole | 198 | All | 15 | 2,2(15)15(1)18 | +2 | none |
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 | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90%×17 | +15 |
- 236M
2 inputs 1 version + MP
Name | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
Caracole | 198 | All | 15 | 2,2(15)15(1)18 | +2 | none |
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 | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90%×17 | +15 |
- 236M
2 inputs 2 versions
Name | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
Kunai Throw | 30x3 | All | 15 | Until collision | 36 | -16 | none |
Kunai Throw (Air) | 50x3 | All | 15 | Until collision | Until landing+15 | - | none |
We don't have an image for this but it was the first move I saw to use as an example for this page, lol
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
6S | 80%×3 | -11 | |||
j.S | 80%×3 | - |
- 6S
- j.S
2 inputs 2 versions + MP
Name | Damage | Guard | Startup | Active | Recovery | On-Block | MP Cost | Invuln |
---|---|---|---|---|---|---|---|---|
Fire Art: Fireball | 116 | All | 21 | 29 | 15 | -2 | 40 | none |
Nin-Bound Fire Art: Fireball | 161 | All | 52 [42] | 24 | 19 | +4 | 35 | none |
We don't have an image for this but it was the first move I saw to use as an example for this page, lol
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5M | 90%×6 (~53%) | - | |||
5[M] | 90%×9 (~39%) | - |
- 5M
- 5[M] (notes: Values in brackets are charge times when in Awakening)
Test
5M Is a projectile property attack
Name | Damage | Guard | Startup | Active | Recovery | On-Block | MP Cost | Invuln |
---|---|---|---|---|---|---|---|---|
Suppressive Barrage | 20x7, 80 | Mid | 15 | -10 | 40 | none | ||
Double Barrage | 20x7, 130 | Mid | -10 | 30 | none | |||
Triple Barrage | 20x7, 150 | Mid | -10 | 15 | none |
Test Description
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5M | 90%x8 | ||||
5M | 90%x8 | ||||
5M | 90%x8 |
- 5M
- 5M
- 5M
The above documentation is transcluded from Template:DNFD Move Card/doc. (edit | history)