Template:GGST Move Card-Test

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Revision as of 20:10, 17 January 2023 by DarthPhallus (talk | contribs)
Testing using both name and input for versioned

Testing

Both

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Stun Edge<hr/>236S 30 [33] All 13 Until Hit Total 46 -14 none
Charged Stun Edge<hr/>236H 20×3 [22×3] All 39 Until Hit Total 62 +22 [+25] none
Aerial S Stun Edge<hr/>j.236S 30 [33] All 21 Until Hit Until Landing+10 none
Aerial H Stun Edge<hr/>j.236H 30 [33] All 21 Until Hit Until Landing+10 none

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
80% 2 Very Small -11 500 1000 300 80% 12% [25%] 100
80% 4 Very Small×3 +25 [+28] 100×3 1000 100×3 80% 12% [25%] 100
80% 2 Very Small 500 1000 300 100% 12% [25%] 100
80% 2 Very Small 500 1000 300 100% 12% [25%] 100
  • Projectile will continue if Purple Roman Canceled on frame 8 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1
  • 6f hitstop


  • Projectile will continue if Purple Roman Canceled on frame 25 at the earliest.
  • Clash Level: 1
  • Clash Hits: 3


  • Projectile will continue if Purple Roman Canceled on frame 14 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1
  • 6f hitstop


  • Projectile will continue if Purple Roman Canceled on frame 14 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1
  • 6f hitstop

Input

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236S 30 [33] All 13 Until Hit Total 46 -14 none
236H 20×3 [22×3] All 39 Until Hit Total 62 +22 [+25] none
j.236S 30 [33] All 21 Until Hit Until Landing+10 none
j.236H 30 [33] All 21 Until Hit Until Landing+10 none

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236S 80% 2 Very Small -11 500 1000 300 80% 12% [25%] 100
236H 80% 4 Very Small×3 +25 [+28] 100×3 1000 100×3 80% 12% [25%] 100
j.236S 80% 2 Very Small 500 1000 300 100% 12% [25%] 100
j.236H 80% 2 Very Small 500 1000 300 100% 12% [25%] 100

236S:

  • Projectile will continue if Purple Roman Canceled on frame 8 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1
  • 6f hitstop


236H:

  • Projectile will continue if Purple Roman Canceled on frame 25 at the earliest.
  • Clash Level: 1
  • Clash Hits: 3


j.236S:

  • Projectile will continue if Purple Roman Canceled on frame 14 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1
  • 6f hitstop


j.236H:

  • Projectile will continue if Purple Roman Canceled on frame 14 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1
  • 6f hitstop

Name

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Stun Edge 30 [33] All 13 Until Hit Total 46 -14 none
Charged Stun Edge 20×3 [22×3] All 39 Until Hit Total 62 +22 [+25] none
Aerial S Stun Edge 30 [33] All 21 Until Hit Until Landing+10 none
Aerial H Stun Edge 30 [33] All 21 Until Hit Until Landing+10 none

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Stun Edge 80% 2 Very Small -11 500 1000 300 80% 12% [25%] 100
Charged Stun Edge 80% 4 Very Small×3 +25 [+28] 100×3 1000 100×3 80% 12% [25%] 100
Aerial S Stun Edge 80% 2 Very Small 500 1000 300 100% 12% [25%] 100
Aerial H Stun Edge 80% 2 Very Small 500 1000 300 100% 12% [25%] 100

Stun Edge:

  • Projectile will continue if Purple Roman Canceled on frame 8 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1
  • 6f hitstop


Charged Stun Edge:

  • Projectile will continue if Purple Roman Canceled on frame 25 at the earliest.
  • Clash Level: 1
  • Clash Hits: 3


Aerial S Stun Edge:

  • Projectile will continue if Purple Roman Canceled on frame 14 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1
  • 6f hitstop


Aerial H Stun Edge:

  • Projectile will continue if Purple Roman Canceled on frame 14 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1
  • 6f hitstop