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{{:User:Moxian/SandboxTemplate2 | {{:User:Moxian/SandboxTemplate2 |
Revision as of 00:58, 19 August 2022
Beginner Combos
These routes are basic bread and butter combos for players looking to get started with Giovanna. They prioritize simplicity over damage, tension gain, or corner carry so feel free to modify them.
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.
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
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
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
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
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
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
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
Standard Combos
These routes are more complete versions of combos above, with additional routes and conversions for specific situations.
5P/2P/6P/5K/2K/j.K Starters
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
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 |
---|
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
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
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
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
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
c.S Starters
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
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 |
---|
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
f.S/2S Starters
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
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 |
---|
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
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
5H/2H/6H Combos
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
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 |
---|
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
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
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
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
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
623S (Sol Nascente) Starters
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
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 |
---|
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
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
214K (Sepultura) Starters
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
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 |
---|
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
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
236K (Trovão) Starters
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
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 |
---|
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
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
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
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
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
Dust Combos
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
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 |
---|
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
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
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
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
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
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
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
Throw Starters
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
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 |
---|
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
Jump-in Starters
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
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 |
---|
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
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
Air-to-air Combos
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
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 |
---|
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
Combo Theory
5K Juggle Enders
- Any 214K as a combo ender can be substituted with 632146H for the increased damage. Midscreen you will get worse oki, but if this breaks the wall you will get the extra damage and wallbreak oki.
Combo | Position | Works on: | Difficulty | Video | Notes |
---|---|---|---|---|---|
..., 66 5K > 214K, OTG | Anywhere | Everyone | [1] Very Easy | - | Standard 5K juggle ender. Gives Giovanna a hard knockdown at the end of her extended juggles to do an OTG or start her offense with a conventional meaty. |
..., 66 5K > 6HHH | Anywhere | Everyone | [3] Medium | Youtube | Alternate 5K juggle ender. Gives Giovanna increased damage and corner carry at the cost of worse oki. Works anywhere if you delay the 6H followups. |
..., 66 5K > 6H(H),214K | Anywhere | - | [4] Hard | - | Standard 5K juggle ender with 6H extension. Gives Giovanna the damage benefits of the previous enders at the cost of being much tougher to execute. If substituting 214K with super, 6H > 632146H will be more damage and an easier link while 6HH > 632146H will be a harder link with slightly less damage, but greater carry. |
OTG and Okizeme
Any combo ending in "OTG" means you are in range to hit the opponent off the ground with a button. From this she can dash up into an OTG 5K or c.S for a safe jump, OTG them with a different button, or wait for the opponents wakeup to hit them meaty. See Giovanna's Strategy Page for more information
Safe Jumps:
- 66 c.S OTG > IAD j.H: Standard safe jump. Easier to time but loses to 7f reversals
- 66 5K OTG > IAD j.H: 5K safe jump. Harder to connect due to 5K's limited vertical range, but beats 7f Reversals.
Common RC Routes
- To extend your confirms into extra damage/corner carry, you may want to spend 50% meter and use the routes below. Note that these routes assume minimum scaling/wall damage, so the opponent may wallsplat before the points mentioned.
- For RC confirms from high juggles such as 623S or c.S > 2H > 214K, PRC can be used instead of RRC, although there's little benefit to that.
Combo | Position | Works on: | Difficulty | Video | Notes |
---|---|---|---|---|---|
... > 66RRC, dl 66 5K, c.S > 2H > 214K > OTG | Anywhere | Everyone | [2] Easy | - | Standard midscreen RRC combo. |
... > 88RRC, (land) dl j.D > AD > j.D > 5H > 214K WS, 5[D] | Midscreen to Corner | Everyone | [2] Easy | Youtube | Midscreen to corner RRC confirm. Must reach corner by the second hit of AD > j.D. |
... > 66RRC, dl 66 c.S > 2H > 236K, c.S > 5H WS, 5[D] | Corner | Everyone | [2] Easy | - | Standard corner RRC combo. |
... > RRC > 66 > [4] dl c.S > 2H > 236K, 66 5K, c.S > 5H > 214K WS, 5[D] | Back to Corner | Everyone | [2] Easy | Youtube | Sideswap RC combo. If you're too close to the corner after 236K, walk back more. If you get f.S after 236K instead of c.S, walk back less. Video example wallsticks before 214K. |
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall