Template:FrameDataHeader-GGACR: Difference between revisions

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{{#if:{{{probability|}}}|! Probability }}
{{#if:{{{probability|}}}|! Probability }}
! Damage
! Damage
! [[GGACR/Defense#Blocking|{{Tt|Guard|How this attack can be guarded. Throws have their throw range listed instead.<br/>'''High''': High or air FD<br/>'''Low''': Low or air FD<br/>'''Mid''': Any ground block or air FD}}]]
! [[GGACR/Defense#Blocking|{{Tt|Guard|How this attack can be guarded. Throws have their throw range listed instead.<br/>'''High''': High or air Faultless Defense<br/>'''Low''': Low or air FD<br/>'''Mid''': Any ground block or air FD}}]]
! [[Notation#Frame Data Related Terms|{{Tt|Startup|The time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active.}}]]
! [[Glossary#Frame Data Related Terms|{{Tt|Startup|How many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active.}}]]
! [[Notation#Frame Data Related Terms|{{Tt|Active|Shows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.}}]]
! [[Glossary#Frame Data Related Terms|{{Tt|Active|How many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup.}}]]
! [[Notation#Frame Data Related Terms|{{Tt|Recovery|Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.}}]]
! [[Glossary#Frame Data Related Terms|{{Tt|Recovery|How many frames that the move must go through after its active frames end to automatically go back to a neutral state.}}]]
! [[Notation#Frame Data Related Terms|Advantage]]
! [[Glossary#Frame Data Related Terms|{{Tt|Advantage|The difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the very first active frame of the move touching the opponent. Throws list the amount of advantage upon successfully throwing the opponent.}}]]
! [[GGACR/Attack Attributes#Invincibility|Invuln]]
! [[GGACR/Attack Attributes#Invincibility|{{Tt|Invincibility|How many frames for which the move makes the character unable to be hit. The type of invincibility (All/Strike/Throw/etc.) is listed after the amount.}}]]

Revision as of 08:48, 3 June 2021