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|+Beginner Combos
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!rowspan=2 colspan=1 | Combo
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|-
!rowspan=1 | Position
!rowspan=1 | Damage
!rowspan=1 | Difficulty
!rowspan=1 | Works on
!colspan=1 | RecipePC
!colspan=1 | RecipePS
! | Video
! | Ver
 
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{{:User:Moxian/SandboxTemplate2
{{:User:Moxian/SandboxTemplate2

Revision as of 00:58, 19 August 2022

 Giovanna

Moxian/Data


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.

Beginner Combos
No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

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 then
wikitext = 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 then
wikitext = 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

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

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 then
wikitext = 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 then
wikitext = 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

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

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 then
wikitext = 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 then
wikitext = 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

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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 then
wikitext = 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

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

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 then
wikitext = 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

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

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 then
wikitext = 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 then
wikitext = 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

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

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 then
wikitext = 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.
5K Juggle Enders
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.
Common RC Routes
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.

Navigation

 Giovanna

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