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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 | ! [[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}}]] | ||
! [[ | ! [[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.}}]] | ||
! [[ | ! [[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.}}]] | ||
! [[ | ! [[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.}}]] | ||
! [[ | ! [[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| | ! [[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
! Damage
! GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
! StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active.
! ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup.
! RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state.
! AdvantageThe 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.
! InvincibilityHow 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.