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{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | |||
= | |||
{{User:Moxian/SandboxTemplate}} | |||
|- | |||
{{User:Moxian/SandboxTemplate2 | |||
|combo = (66) {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} > {{clr|1|6P}} (> {{clr|2|214K}}) | |||
[ | |position = Anywhere | ||
| | |damage = 70 (73) [76] | ||
|tensionGain = ~14 | |||
|worksOn = Everyone | |||
|difficulty = [1] {{clr|1|Very Easy}} | |||
|notes = Close range {{clr|1|P}}/{{clr|2|K}} confirm. {{clr|1|6P}} > {{clr|2|214K}} is guaranteed in the corner, but very close range or dash momentum is needed midscreen for the combo to connect midscreen. Damage given for {{clr|1|5P}} starter. | |||
|recipePC = 52491 | |||
|recipePS = 35854 | |||
|checkedVersion = 1.19 | |||
}} | |||
|- | |||
|} | |} | ||
Revision as of 10:00, 12 August 2022
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.
No results
local p = {}
local currentFrame = 0
local wikitext = "
"
function p.drawFrameData(frame)
-- Startup is the first active frame. Sets to true if empty. Otherwise it's false. local startupIsFirstActive if frame.args['startupIsFirstActive'] == nil then startupIsFirstActive = true else startupIsFirstActive = false end -- Startup of move, substract 1 if startupIsFirstActive local startup = frame.args['startup'] if tonumber(startup) ~= nil then if startupIsFirstActive and tonumber(startup) > 0 then startup = tonumber(startup) - 1 end end -- Active of move local active = frame.args['active'] -- Inactive of move local inactive = frame.args['inactive'] -- Recovery of move local recovery = frame.args['recovery'] -- Special Recovery of move local specialRecovery = frame.args['specialRecovery'] -- How many frames into active frames the inactive period occurs local offset = frame.args['offset'] -- Display projectile spawn bar after startup? local isProjectile = frame.args['isProjectile'] drawFrame(startup, "startup") if isProjectile ~= nil thenwikitext = wikitext .. ""
end -- Alternate way of inputting multihits if offset ~= nil then drawFrame(offset, "active") drawFrame(inactive, "inactive") drawFrame(active-offset, "active") else drawFrame(active, "active") end local index = 2 while tonumber(frame.args['active' .. index]) ~= nil or tonumber(frame.args['inactive' .. index]) ~= nil do drawFrame(frame.args['active' .. index], "active") drawFrame(frame.args['inactive' .. index], "inactive") index = index + 1 end drawFrame(recovery, "recovery") drawFrame(specialRecovery, "specialRecovery")wikitext = wikitext .. "
"
return wikitext
end
function drawFrame(frames, frameType)
if tonumber(frames) ~= nil then for i=1, tonumber(frames) do currentFrame = currentFrame + 1
wikitext = wikitext .. "
"
end end
end
return p