Template:GGST Move Card/doc: Difference between revisions

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|chara=Jack-O
|chara=Jack-O
|input=6H
|input=6H
|description=
Primarily used for launching servants in a unique arc, otherwise a fairly underwhelming anti-air despite its enormous range.
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|GGST|chara=Jack-O|input=2P (near Servant)|label=[[{{PAGENAME}}#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.
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.
* 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}}

Revision as of 03:11, 20 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. 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
Total: 31

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] 1-2F Above Shoulders
3-6F Upper Body
7-18F Above Knees
Total: 58

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. 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
Total: 57
Total: 64

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. 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, 40 All 8,19 2(9)11 14 -6 none

Primarily used for launching servants in a unique arc, otherwise a fairly underwhelming anti-air despite its enormous range.

Hitting a servant with 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 6H(1) with Summon Servant (Hold)
Error: Table MoveData_GGST Move Card not found.
, or whiff Pick Up Servant
Error: Table MoveData_GGST Move Card not found.
for quick recovery. You can also carefully space a 6H(2) to hit a servant at a low angle, while the 6H hits a high angle, for large zoning coverage.

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 6H(1) or a jump-in with 6H(2), but this quite commital. However. for specifically  Goldlewis, and to a lesser extent  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.

  • First hit launches Servants up in a high arc, while second hit launches in a long arc.
  • 6H(2) reaches maximum range and height on frame 27.
  • 6H(1) causes floating crumple on hit, 6H(2) does not.

}}

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