Difference between revisions of "Template:FrameDataGlossary-DBFZ"
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|+ Glossary | |+ Glossary | ||
|- | |- | ||
− | ! [[DBFZ/ | + | ! [[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. |
+ | {| class="wikitable mw-collapsible mw-collapsed" data-expandtext="View" data-collapsetext="Close" | ||
+ | |+ Smash | ||
+ | |- | ||
+ | ! U | ||
+ | || Up Smash | ||
+ | |- | ||
+ | ! U+ | ||
+ | || Up Smash that can trigger D+ Smash | ||
+ | |- | ||
+ | ! D | ||
+ | || Down Smash | ||
+ | |- | ||
+ | ! D+ | ||
+ | || Down Smash that requires hitting with U+ Smash earlier in the combo | ||
+ | |- | ||
+ | ! V | ||
+ | || Vanish | ||
+ | |- | ||
+ | ! 1 | ||
+ | || Only triggers if no Smash of the same type has been used | ||
+ | |- | ||
+ | ! 2 | ||
+ | || Triggers even if the same type has been used, but only once | ||
+ | |- | ||
+ | ! 3 | ||
+ | || Always triggers | ||
+ | |- | ||
+ | |} | ||
|- | |- | ||
! [[DBFZ/Damage#Damage Scaling|Prorate]] | ! [[DBFZ/Damage#Damage Scaling|Prorate]] | ||
− | || How much | + | || How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table. |
|- | |- | ||
! [[DBFZ/Defense#Blocking|Guard]] | ! [[DBFZ/Defense#Blocking|Guard]] |
Revision as of 10:23, 16 January 2022
Smash | Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
| ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. |