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|description= | |description= | ||
Lorum Ipsum | Lorum Ipsum | ||
}} | }} | ||
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===Description Size Test=== | ===Description Size Test=== | ||
{{GGST Move Card | {{GGST Move Card | ||
|chara=Bridget | |||
|input=6H | |input=6H | ||
|description= | |description= | ||
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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. | 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. | ||
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 | |||
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. | |||
* Wall bounces on hit. | * Wall bounces on hit. | ||
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* Bridget is airborne during active frames. Cancels into air specials. | * Bridget is airborne during active frames. Cancels into air specials. | ||
}} | |||
{{doc/end}} | {{doc/end}} |
Latest revision as of 01:52, 26 September 2022
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
Lorum Ipsum
- If the first hit of a combo, applies an additional +20 Combo Decay.
1 versions 2 images
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 |
---|---|---|---|---|---|---|
20×2 [20, 22] | Low, All | 7 | 12(7)3 | 30 | -19 [-14] | 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.
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 [2, 4] | Very Small×2 | KD +20 | 525, 700 [1200] | 1000 | 300×2 | 80% | 25% [25%, 50%] | 150 |
- 236K(1) Horizontal Activation Range: 400
- 236K(1) Vertical Activation Range: 100
2 version 2 image
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 |
---|---|---|---|---|---|---|---|
623S | 48 [52] | All | 11 | 4 | 43 | -33 [-28] | 1-14f Strike |
623H | 60 [66] | All | 13 | 8 | 44 | -38 [-33] | 7-16f 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.
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623S | 60% | 2 [4] | Mid | KD +22 [KD +34] | 1500 [2500] | 1000 | 500 | 60% | 25% [50%] | 50 | ||||||||||||||||||||||||||||||||||||||||||||||||||
623H | 60% | 2 [4] | Mid | KD +21 [KD +37] | 1500 [2500] | 1000 | 500 | 60% | 25% [50%] | 50 |
623S:
- Reversal
- If the first hit of a combo, applies an additional +20 Combo Decay. (all versions)
623H:
- If the first hit of a combo, applies an additional +20 Combo Decay. (all versions)
Description Size Test
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 |
---|---|---|---|---|---|---|
45 | All | 13 | 9 | 13 | -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

- 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.
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | KD +27 [KD +37] | 2000 | 1000 | 500 | 60% |
- Values in [ ] are for the Wall Bounce version.
This is the documentation page, it should be transcluded into the main template page. See Template:Doc for more information.