No edit summary |
No edit summary |
||
Line 2: | Line 2: | ||
|+ 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. |