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)
Notes Test
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 |
---|---|---|---|---|---|---|---|
Defend Command | 33 | 4 | 28 | Total 30 | +25 | none | |
Held Defend Command | 33 | 4 | 28 | Total 24 | +31 | 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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Defend Command | 60% | 1 | KD +48 | All | 1000 | 500 | 100 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Held Defend Command | 60% | 1 | KD +54 | 500 | 1000 | 500 | 100 |
Defend Command:
- Shield activates on frame 4 and will continue even if Purple Roman Cancelled.
- Projectiles (including  
- Zato-1's Eddie) can still cause the servant to hit if the opponent's hurtbox overlaps the servant's hurtbox.
- If only a held servant is active, pauses Servant Gauge for only 0.5 seconds.
- When used, Servant Gauge will be regained for 1 frame before pausing it.
- Hit detection is based on the Servant entity, meaning certain moves may not trigger the Defend Command if they cannot hit as a result of Activation Ranges.
- If Defend Command is canceled 1F after an enemy attacks the Defend hitbox (e.g., picking up the Servant or issuing a new Command), it will prevent the launch while nullifying the opponent's hitbox (See more: Hitbox Nullifying).
- True damage is 30, but if triggered by an attack, it will usually Counter Hit for +10% damage (33).
- It is possible to block the parry if a projectile triggers it. This will guard crush for 38F.
This is the documentation page, it should be transcluded into the main template page. See Template:Doc for more information.