Template:MoveDataHeader-GG2s: Difference between revisions

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! {{keyword|OTG}}
! {{keyword|OTG}}
! {{Tt|Knockdown|An attack can Launch also Close or Far with either Horizontal Launch (H. Launch), Vertical Launch (V. Launch), Hard Knockdown (down), or leave the opponent standing (none). }}
! {{Tt|Knockdown|An attack can Launch also Close or Far with either Horizontal Launch (H. Launch), Vertical Launch (V. Launch), Hard Knockdown (down), or leave the opponent standing (none). }}
! {{Tt|Intentionally Blank| I didn't create the initial table and I can't figure out how to get rid of the table value instantly so until the header updates or is fixxed this is here to fill space so Tension Cost is in the right spot.}}
! {{Tt|Tension Cost|Tension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.}}
! {{Tt|Tension Cost|Tension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.}}

Revision as of 11:53, 4 October 2022

! Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. ! Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. ! OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." ! KnockdownAn attack can Launch also Close or Far with either Horizontal Launch (H. Launch), Vertical Launch (V. Launch), Hard Knockdown (down), or leave the opponent standing (none). ! Tension CostTension Cost; Specials, Skills, and Overdrives each have individual Tension Costs measured by % of max tension.