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! [[DBFZ/Attack_Attributes#Cinematic_Attacks|Smash]] | ! [[DBFZ/Attack_Attributes#Cinematic_Attacks|Smash]] | ||
|| Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses. | || Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses. | ||
{| class="wikitable mw-collapsible | {| class="wikitable mw-collapsible" data-expandtext="View" data-collapsetext="Close" | ||
|+ Smash | |+ Smash | ||
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Revision as of 16:44, 16 January 2022
Smash | Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
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Prorate | How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table. | ||||||||||||||||
Guard | How this attack can be guarded. All non-throws can be air blocked unless otherwise stated. | ||||||||||||||||
Startup | Number of frames for this move to reach the first active frame (includes the first active frame). | ||||||||||||||||
Active | Number of active frames in this attack. Values in () are for gaps between hits of an attack. | ||||||||||||||||
Recovery | Number of frames this move is in a recovery state before returning to neutral. | ||||||||||||||||
OnBlock | After blocking this attack, how soon can the attacker move compared to the defender.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. | ||||||||||||||||
Invuln | Attribute and Hitbox invincibility for this attack | ||||||||||||||||
Level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | ||||||||||||||||
Blockstun | When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun. | ||||||||||||||||
GroundHit | When hitting a grounded opponent, how many frames of hitstun they experience. | ||||||||||||||||
AirHit | When hitting an airborne opponent, how many frames for which they cannot air tech. |