Scatteraxis (talk | contribs) No edit summary |
No edit summary |
||
Line 79: | Line 79: | ||
|| Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | || Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | ||
|- | |- | ||
|} | |||
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:78%; max-width: 1500px;" | |||
! colspan="1" | Attack Level Values | |||
|- | |||
|| {{#lsth:P4U2R/Frame_Data|Attack Level}} | |||
|- | |||
|| For more values, see [[P4U2R/Frame Data]] | |||
|} | |} |
Revision as of 08:17, 23 February 2023
System Data Glossary | |
---|---|
Health | The amount of damage that characters can take before losing a round. Shadow Type characters have +1000 more health. Shadow Akihiko and Shadow Kanji only have +500 more health. |
Prejump | Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block. |
Backdash | Number of frames this move is in a recovery state before returning to neutral. |
ComboRate | Affects how much damage scaling in a combo - the larger the percentage, the more damage. |
Persona Cards | Number of Persona Cards this character has. |
Frame Data Glossary | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
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. | ||||||||||
Attribute | Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. | ||||||||||
Invuln | Attribute and Hitbox invincibility for this attack | ||||||||||
P1 | Damage proration that is applied only when this attack is used as a combo starter. | ||||||||||
P2 | Damage proration that is applied whenever this attack is used. | ||||||||||
SMP | Same Move Proration. Damage proration that is applied whenever this attack is used two or more times in a combo. | ||||||||||
Cancel | What this attack can cancel into. Any other cases will be listed in its respective notes.
| ||||||||||
Level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. |
Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||||||||||||||||||||
For more values, see P4U2R/Frame Data |