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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
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] | 1-2F Above Shoulders 3-6F Upper Body 7-18F 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 |
---|---|---|---|---|---|---|
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)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.
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, 4 | Large×2 | KD +28/-3 | 1000, 1200 | 1000 | 250×2 | 60%, 80% |
}}
This is the documentation page, it should be transcluded into the main template page. See Template:Doc for more information.