Difference between revisions of "Template:GGST Move Card/doc"

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|description=
 
|description=
 
Lorum Ipsum
 
Lorum Ipsum
|bonusNotes=
 
*bullet cancel is +2
 
*tarquin is based on tuesdays
 
 
}}
 
}}
  
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===Description Size Test===
 
===Description Size Test===
{{GGST_Move_Card
+
{{GGST Move Card
|chara=Jack-O
+
|chara=Bridget
 
|input=6H
 
|input=6H
 
|description=
 
|description=
Primarily used for launching servants in a unique arc, otherwise a fairly underwhelming anti-air despite its enormous range.
+
''Heavy'' frametrap and low crush.
 +
 
 +
One of Bridget's strongest Counter Hit starters. In neutral it can low crush ground-height pokes, making it a good counterpart to {{clr|P|6P}}. It will usually hit {{keyword|Meaty}} due to distance, making it safer on block and leave Bridget further, but it is always safe when cancelled into {{MMC|input=236S/H|label=[[#Stop and Dash|Stop and Dash]]}} regardless, for enormous pushback on the opponent.
 +
 
  
Hitting a servant with {{clr|H|6H}}(1) allows it to be used as a pre-emptive anti-air while allowing Jack-O' to run underneath, giving it strong coverage for approaches in neutral. Especially as you can cancel off {{clr|H|6H}}(1) with {{MiniMoveCard|GGST|chara=Jack-O|input=236[P]|label=[[{{PAGENAME}}#Summon Servant|Summon Servant (Hold)]]}}, or whiff {{MiniMoveCard|game=GGST|chara=Jack-O|input=2P (near Servant)|label=[[GGST/Jack-O#Pick Up Servant|Pick Up Servant]]}} for quick recovery. You can also carefully space a {{clr|H|6H}}(2) to hit a servant at a low angle, while the {{clr|H|6H}} hits a high angle, for large zoning coverage.
+
In pressure, it can be used similarly to {{clr|K|6K}}, sacrificing some pressure options in favour of Counter Hit damage and pushback on the opponent. Off {{clr|P|P}} normals this also loses to {{clr|P|6P}} attacks on prediction. It is unsafe on block, forcing Bridget to cancel {{MMC|game=GGST|chara=Bridget|input=j.236K|label=[[GGST/Bridget#Roger Dive|Roger Dive]]}} or Stop and Dash to remain safe. With [[GGST/Movement#Roman Cancels|Roman Cancel]], it behaves similarly to {{MMC|input=236K K|label=Shoot}} with its airborne state and momentum, but is less valuable to route into.
  
As an anti-air, it is very prone to whiffing advancing jumps, and is extremely slow. Even on Counter Hit, it offers almost zero combo or okizeme potential without being in the corner and not taking advantage of the range it has. As a poke, it is very commital and risky, making it hardly worth using. At best, this can be used to check against both a dash-in with {{clr|H|6H}}(1) or a jump-in with {{clr|H|6H}}(2), but this quite commital. However. for specifically {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}, and to a lesser extent {{Character Label|GGST|Faust|label=Faust}}, this is an extremely oppressive poke as its hits from a huge range, is massively disjointed, defeats most standing attacks, and instantly catches jumps.  
+
* Wall bounces on hit.
 +
* Bridget flies forward during active frames. Will hit later based on distance.
 +
* Bridget is airborne during active frames. Cancels into air specials.
  
* First hit launches Servants up in a high arc, while second hit launches in a long arc.
 
* {{clr|H|6H(2)}} reaches maximum range and height on frame 27.
 
* {{clr|H|6H(1)}} causes floating crumple on hit, {{clr|H|6H(2)}} does not.
 
 
}}
 
}}
}}
 
 
 
{{doc/end}}
 
{{doc/end}}

Latest revision as of 01:52, 26 September 2022

Automatically creates a query for cargo based on the current character page when given an input.

Params:

  chara      (OPTIONAL) = defines the character the move card is for. If left blank, uses the current character page.
  input                 = a comma separated list of the inputs used for a move and its versions as they appear in cargo
  description           = a text description of the move
  versioned  (OPTIONAL) = override version column visibility. "name" to display moves versioned on name, "input" to display moves versioned on input.
  frameChart (OPTIONAL) = a fancy frame chart to draw. Either "auto" or a call to {{#invoke:FrameChart|drawFrameData}} or {{#invoke:GGST-FrameChart|drawFrameData}} variety

This is a test page for practicing move card generation

Examples

1 version 1 image

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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
30 All 12 8 12 -6 1 ~ 3 Upper Body
4 ~ 15 Above Knees
Lorum Ipsum

1 versions 2 images

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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
20×2 [20, 22] Low, All 5 12(7)3 26 -15 [-10] 1-4f Upper Body
5-16f Above Knees

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.

2 version 2 image

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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
623S 48 [52] All 11 4 43 -33 1-14f Strike
623H 60 [66] All 13 8 44 -38 1-16f Strike

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.

Description Size Test

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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
45 All 13 9 - -12 13~??F Airborne

Heavy frametrap and low crush.

One of Bridget's strongest Counter Hit starters. In neutral it can low crush ground-height pokes, making it a good counterpart to 6P. It will usually hit MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. due to distance, making it safer on block and leave Bridget further, but it is always safe when cancelled into Stop and Dash
Error: Table MoveData_GGST Move Card not found.
regardless, for enormous pushback on the opponent.


In pressure, it can be used similarly to 6K, sacrificing some pressure options in favour of Counter Hit damage and pushback on the opponent. Off P normals this also loses to 6P attacks on prediction. It is unsafe on block, forcing Bridget to cancel Roger DiveGGST Bridget j236K 1.pngGuard:
All
Startup:
25
Recovery:
15
Advantage:
-5
or Stop and Dash to remain safe. With Roman Cancel, it behaves similarly to Shoot
Error: Table MoveData_GGST Move Card not found.
with its airborne state and momentum, but is less valuable to route into.
  • Wall bounces on hit.
  • Bridget flies forward during active frames. Will hit later based on distance.
  • Bridget is airborne during active frames. Cancels into air specials.

This is the documentation page, it should be transcluded into the main template page. See Template:Doc for more information.