User:Moxian/Sandbox: Difference between revisions

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===<big>{{clr|1|5P}}</big>===
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
{{:User:Moxian/SandboxTemplate
<div class="attack-gallery">
|images=GGST Ramlethal Valentine 5P.png {{!}}
<tabber>
|hitboxes=GGST Ramlethal Valentine 5P Hitbox.png
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST Ramlethal Valentine 5P.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST Ramlethal Valentine 5P Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
<tabber>
Long = {| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,onHit,riscGain,riscLoss,level,counter,invuln,prorate
|where=chara="Ramlethal Valentine" and input="5P"
|where=chara="Ramlethal Valentine" and input="5P"
|format=table
|order by=_ID
}}
}}
|}
|-|
Short =
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Ramlethal Valentine" and input="5P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
</tabber>
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* Tall hitbox makes this a good anti-air in a pinch.
* Can link into {{clr|2|5K}} in juggles.
Low risk pressure normal. It also makes a surprisingly good anti-air if the opponent is right above Ram, and in those cases it's generally possible to link into {{clr|2|5K}} for a [[GGST/Ramlethal Valentine#Dauro|Dauro]] confirm. Otherwise, pushback will only allow two jabs until {{clr|1|6P}} > [[GGST/Ramlethal Valentine#Dauro|Dauro]] stops working.
[[GGST/Ramlethal_Valentine/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}
{{CloseCard}}

Revision as of 23:46, 16 July 2022

5P

No results
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

Add a description to this move using the |description= field

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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.