User:Moxian/Sandbox: Difference between revisions

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<!--------------------------- defaults the character to the subpagename ---------------------------
<center>{{Character Label|GGST|Anji Mito|45px}}</center>
-->{{#vardefine:targetChara|Sol Badguy}}<!-----------
{{#lst:{{BASEPAGENAME}}/Data|Links}}
<!----------- determines up to 4 inputs from a comma seperated list of inputs in the |input argument -----------
 
-->{{#vardefine:input1|623H DI}}<!--
<div style="float:left; margin-right:25px;">
-->{{#vardefine:input2|623S DI}}<!--
{{TOC limit|3}}
-->{{#vardefine:input3|{{#explode:{{{input}}}|,|2}}}}<!--
</div>
-->{{#vardefine:input4|{{#explode:{{{input}}}|,|3}}}}<!--
==Glossary==
-->{{#vardefine:input5|{{#explode:{{{input}}}|,|4}}}}<!--
[[Using_Frame_Data|How do I read frame data?]]
-->{{#vardefine:input6|{{#explode:{{{input}}}|,|5}}}}<!--
{{Template:FullFrameDataGlossary-GGST}}
-->{{#vardefine:input7|{{#explode:{{{input}}}|,|6}}}}<!--
<br style="clear:both;"/>
---><div class="attack-container"><div class="attack-gallery">
 
Images = <!------------------- Pulls the images and captions from the game's moveData table ------------------->
==System Data==
Hitboxes = <!-------------- Pulls the hitboxes and hitboxCaptions from the game's moveData table -------------->
;Core Data
{{#cargo_query:tables=MoveData_GGACR, MoveData_GGACR__hitboxes, MoveData_GGACR__hitboxCaption
{{#cargo_query:tables=ggstCharacters
|join on= MoveData_GGACR._ID=MoveData_GGACR__hitboxes._rowID , MoveData_GGACR._ID=MoveData_GGACR__hitboxCaption._rowID <!--MoveData_GGACR__hitboxes._position=MoveData_GGACR__hitboxCaption._position-->
|fields=name=Name,defense=Defense,guts=Guts,prejump=Prejump,weight=Weight,backdash=Backdash,forwarddash=Forward Dash,umo=Unique movement options,guardBalance=R.I.S.C. Multiplier,movement_tension=Movement Tension Gain
|fields= MoveData_GGACR.input,  
|where=name="Anji Mito"
MoveData_GGACR._ID, MoveData_GGACR__hitboxes._rowID ,
|format=table
MoveData_GGACR__hitboxes._value=image,
MoveData_GGACR__hitboxCaption._value=caption
|where=MoveData_GGACR.chara="{{#var:targetChara}}" and MoveData_GGACR.input in ('{{#var:input1}}', '{{#var:input2}}', '{{#var:input3}}', '{{#var:input4}}', '{{#var:input5}}', '{{#var:input6}}', '{{#var:input7}}') {{#if: {{{type|}}}| and MoveData_GGACR.type="{{{type|}}}" |}}
|group by= MoveData_GGACR__hitboxes._value
|order by=_ID,MoveData_GGACR__hitboxes._position
|format=table|mode=nolines|show filename=0|show bytes=0|show dimensions=0
|image height=210|image width=210
|caption field=hitboxCaption|default=
}}
}}
</div></div></div>
;Jump Data
{{#cargo_query:tables=ggstCharacters
|fields=jump_duration=Jump duration,jump_height=Jump height,high_jump_duration=High Jump duration,high_jump_height=High Jump height,efiad=Earliest airdash,ebiad=Earliest air backdash,fadd=Airdash duration,badd=Air backdash duration,fadat=Airdash cancel,badat=Air backdash cancel, jump_tension=Jumping Tension Gain, airdash_tension=Airdash Tension Gain
|where=name="Anji Mito"
|format=table
}}
 
==Normal Moves==
{{:User:Moxian/SandboxTemplate|chara=Anji Mito|moveType=normal}}
 
==Special Moves==
{{:User:Moxian/SandboxTemplate|chara=Anji Mito|moveType=special}}
 
==Supers==
{{:User:Moxian/SandboxTemplate|chara=Anji Mito|moveType=super}}
 
==Other==
{{:User:Moxian/SandboxTemplate|chara=Anji Mito|moveType=other}}
 
==Gatling Table==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Ground Gatlings
|-
!
! P !! K !! S !! H !! D !! Cancel
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=5P}}
| 5P, 2P, 6P || - || - || 6H || - || Special, Super
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=2P}}
| 5P, 2P, 6P || - || - || 6H || - || Special, Super
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=6P}}
| - || - || - || - || - || Special, Super
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=5K}}
| 6P || - || - || 6H || 5D, 2D || Jump, Special, Super
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=2K}}
| 6P || - || - || 6H || 5D, 2D || Special, Super
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=c.S}}
| 6P || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Special, Super
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=f.S}}
| - || - || - || 5H, 2H || - || Special, Super
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=2S}}
| - || - || - || 5H, 2H || - || Special, Super
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=5H}}
| - || - || - || - || - || Special, Super
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=2H}}
| - || - || - || - || - || Special, Super
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=6H}}
| - || - || - || - || - || Special, Super
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=5D}}
| - || - || - || - || - || -
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=2D}}
| - || - || - || - || - || Special, Super
|-
|}
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Air Gatlings
|-
!
! P !! K !! S !! H !! D !! Cancel
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.P}}
| j.P || - || - || - || - || -
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.K}}
| - || - || - || - || j.D || Jump, Forward Air Dash
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.S}}
| - || - || - || j.H || j.D || Jump, Forward Air Dash
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.H}}
| - || - || - || - || j.D || Jump, Forward Air Dash
|-
! {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.D}}
| - || - || - || - || - || Jump, Forward Air Dash
|}
 
:'''X''' = X is available on hit or block
 
==Navigation==
<center>{{Character Label|GGST|Anji Mito|45px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
{{#lst:GGST/Navigation}}

Revision as of 12:23, 2 September 2022

 Anji Mito

Moxian/Data

Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a decimal multiplier in other sections.
Guts The amount of damage that characters take decreases as their life lowers. For more info, see here.
R.I.S.C. Gain Modifier The amount of R.I.S.C. Level characters gain when blocking is modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash The total duration, invincibility window and airborne duration of a backdash in frames.
Forward Dash The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step.
Jump Duration The total duration of a jump in frames, if uncanceled.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Height The maximum height of a high jump in in-game units of distance.
Pre-Instant Air Dash The minimum number of frames before a character can initiate an air dash from neutral.
Air Dash Duration The total duration of a forward air dash in frames. Left value represents the earliest frame a forward air dash can be canceled. Right value represents the total duration of a forward air dash if uncanceled.
Air Backdash Duration The total duration of a backward air dash in frames. Left value represents the earliest frame a backward air dash can be canceled. Right value represents the total duration of a backward air dash if uncanceled.
Movement Tension Gain The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up.
Jumping Tension Gain The amount of Tension gained per frame of a forward jump, and for how many frames it is gained.
Air Dash Tension Gain The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained.
Walk Speed The speed the character walks forward.
Backwalk Speed The speed the character walks backward.
Initial Dash Speed The starting speed of the character's forward dash.
Dash Acceleration The amount of speed gained per frame of forward dashing, prior to friction calculations.
Friction The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration.
Frame Data Glossary  
Damage The base damage this attack deals on hit. Values are based on damage dealt to characters with base defense.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach its first active frame (includes the first active frame).
Active Number of active frames in this move. Values in ( ) are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
On-Block After blocking this attack, how soon the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a grounded opponent, and that the attacker does not cancel the attack into anything else.

On-Hit After getting hit by this attack, how soon the attacker can act compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions.
Counter Type The type of Counter Hit this attack triggers. There are four types: Very Small, Small, Mid, and Large.
Invuln Attribute and hitbox invincibility for this move.
Proration How much additional damage proration this attack has. There are two types of proration: Initial and Forced.
R.I.S.C. Gain How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level.
R.I.S.C. Loss How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level.
Input Tension The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level.
Chip Ratio The percentage of this attack's base damage that is still dealt as chip damage on block.
Wall Damage The base damage dealt to the wall on hit. Note that moves may deal more due to launching or wall bounce effects.
OTG Ratio The percentage of this attack's regular damage that is dealt if the opponent is hit while in an Off the Ground (OTG) state.
Attack Level Values
Hitstun and Blockstun Values
Level Hitstop Standing Hitstun Crouching Hitstun Ground Block Air Regular Block/FD ※ Air Instant Block/IFD ※
Lv.0 11 12 13 9 Until Landing+19 Until Landing+5
Lv.1 12 14 15 11 Until Landing+19 Until Landing+5
Lv.2 13 16 17 13 Until Landing+19 Until Landing+5
Lv.3 14 19 20 16 Until Landing+19 Until Landing+5
Lv.4 15 21 22 18 Until Landing+19 Until Landing+5

※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery.
Note: Blocking a move in the air restores an air action. (i.e. air jump or air dash)

For more values, see GGST/Frame Data


System Data

Core Data
Error: No field named "weight" found for any of the specified database tables.
Jump Data
Error: No field named "efiad" found for any of the specified database tables.

Normal Moves

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.

Special Moves

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.

Supers

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.

Other

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.

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Anji Mito 5P.pngGuardAllStartup6Recovery9Advantage-2 5P, 2P, 6P - - 6H - Special, Super
2PGGST Anji Mito 2P.pngGuardAllStartup5Recovery10Advantage-2 5P, 2P, 6P - - 6H - Special, Super
6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17 - - - - - Special, Super
5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2 6P - - 6H 5D, 2D Jump, Special, Super
2KGGST Anji Mito 2K.pngGuardLowStartup7Recovery11Advantage-2 6P - - 6H 5D, 2D Special, Super
c.SGGST Anji Mito cS.pngGuardAllStartup7Recovery11Advantage+1 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 - - - 5H, 2H - Special, Super
2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6 - - - 5H, 2H - Special, Super
5HGGST Anji Mito 5H.pngGuardAllStartup15Recovery23Advantage-8 - - - - - Special, Super
2HGGST Anji Mito 2H.pngGuardAllStartup22Recovery19Advantage-4 - - - - - Special, Super
6HGGST Anji Mito 6H.pngGuardAllStartup12Recovery21Advantage-8 - - - - - Special, Super
5DGGST Anji Mito 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Anji Mito 2D.pngGuardLowStartup10Recovery22Advantage-11 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Anji Mito jP.pngGuardHighStartup9Recovery5Advantage- j.P - - - - -
j.KGGST Anji Mito jK.pngGuardHighStartup6Recovery15Advantage- - - - - j.D Jump, Forward Air Dash
j.SGGST Anji Mito jS.pngGuardHighStartup7Recovery20Advantage- - - - j.H j.D Jump, Forward Air Dash
j.HGGST Anji Mito jH.pngGuardHighStartup13Recovery27Advantage+5 (IAD) - - - - j.D Jump, Forward Air Dash
j.DGGST Anji Mito jD.pngGuardHighStartup8Recovery18Advantage- - - - - - Jump, Forward Air Dash
X = X is available on hit or block

Navigation

 Anji Mito

Moxian/Data

To edit frame data, edit values in Moxian/Data.