Difference between revisions of "Template:FrameDataGlossary-DBFZ"

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|+ Glossary
 
|+ Glossary
 
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! [[DBFZ/Defense#Blocking|Smash]]
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! [[DBFZ/Attack_Attributes#Cinematic_Attacks|Smash]]
|| What kind of Smash properties this attack uses on hit.
+
|| 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
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|-
 +
! U
 +
|| Up Smash
 +
|-
 +
! U+
 +
|| Up Smash that can trigger D+ Smash
 +
|-
 +
! D
 +
|| Down Smash
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|-
 +
! D+
 +
|| Down Smash that requires hitting with U+ Smash earlier in the combo
 +
|-
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! V
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|| Vanish
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|-
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! 1
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|| Only triggers if no Smash of the same type has been used
 +
|-
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! 2
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|| Triggers even if the same type has been used, but only once
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|-
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! 3
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|| Always triggers
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|-
 +
|}
 
|-
 
|-
 
! [[DBFZ/Damage#Damage Scaling|Prorate]]
 
! [[DBFZ/Damage#Damage Scaling|Prorate]]
|| How much additional proration this attack has.
+
|| 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

Glossary
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
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
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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.