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.
- 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
|
CH Type
|
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
|
CH Type
|
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
The above documentation is transcluded from Template:GGST Move Card-Test/doc. (edit | history)