User:Shtkn/sandbox: Difference between revisions

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==Test==
==Test==
===<big>5P</big>===
===<big>5P</big> <span class="input-badge">Move Input</span>===
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GGXRD_Ky_5P.png|asdf lkdjsf laskdjflksjdf
GGXRD_Ky_5P.png|asdf lkdjsf laskdjflksjdf
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{| class="wikitable movedata"
{| class="wikitable testmovedata"
{{AttackDataHeader-GGXRD-R2}}
{{AttackDataHeader-GGXRD-R2}}
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Revision as of 00:15, 22 October 2020

Test

5P Move Input

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

  • Used for pressure, tick throws, setting up frame traps, Burst-safe combos, and as a situational anti-air.
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

While useful, 5P is generally a "backup plan". Ky has stronger tools in most situations. This move can be used as a quick all purpose attack that sets up pressure for throws and frame traps, and is safe from Bursts due to it's fast recovery. It hits a bit high up, making it a nice backup anti-air when 6P would fail (when the opponent is too close or when your inputs are crossed up.)


Rising Force (in IK mode: 236236H)

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
  • Uses animation from 3H

Ky recites an incantation, a part of a poem based on his ideals as king, to summon a giant Grinder, jumping through it and piercing his enemy in a flash of lightning. Rising Force is a fast Instant Kill, and has it's uses in specific IK setups when Conclusion Conditions are met.


Charged Stun Edge (236H)

Version 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
Normal
Fortified
  • Used for okizeme, zoning, and occasionally as a pressure reset.
  • Can be avoided with low profile moves

Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you can instant airdash over it and use j.H to lock the opponent down or follow behind it on the ground and react to jump out attempts. It's use as a pressure reset is limited and risky, but can catch opponents playing passively and give you another mixup attempt. With YRC, it becomes much easier to use in neutral, and less risky as a pressure reset.


  • Used for okizeme, and occasionally as a zoning tool.
  • Clashes with projectiles
  • Can be avoided with low profile moves.

DC Charged Stun Edge is also known as DC CSE. Firing a CSE through a Grinder will cause it to transform into a stationary rotating blade that functions similarly to CSE. It hits 6 times, and is more advantageous on block than CSE (+18). Using this attack for okizeme gives you plenty of time to jump in and go for a high/low mixup that covers a lot of the opponent's defensive options. It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder. Standing inside of DC CSE is a good way to deal with projectiles, and approach the opponent.


Combos

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
___ starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
_

Clickable Button Test


test


{{{name}}}



LST and LSTH Testing

{{AttackData-GGXRD-R2

|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid |cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv= |hitbox=

}} {{AttackData-GGXRD-R2

|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid |cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv= |hitbox=


||6 ||144 ||-8/+3 || ||0 ||Mid || || ||4 ||3 ||6 ||+1 || ||


}} Doesn't work :(

LST Testing Source

|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid |cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv= |hitbox=

LSTH Testing Source

|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid |cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv= |hitbox=


||6 ||144 ||-8/+3 || ||0 ||Mid || || ||4 ||3 ||6 ||+1 || ||


Test Frame Data

6 144 -8/+3 0 Mid 4 3 6 +1
6 144 -8/+3 0 Mid 4 3 6 +1



Other Test

Mid KD -

5L
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Mid KD -

Test Hitbox Views

5P
5P
GGAC Faust 5P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

This is Faust's fastest move and has fairly decent range for a jab. It's useful for starting block strings. 5P can also sometimes function as an anti air that can stuff low to the ground air dashes. Some characters are able to low profile it, such as Faust, Zappa, and Millia.

Chains into f.S, c.S, 2S, 2H, 6H, and 2D; Combos into f.S, c.S, and 2S; Combos into 2D against crouching opponents or on counterhit

2H
GGAC Ky 2H.png
Keep The Flag Flying
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 2H is a good anti-air and zoning tool
  • Catches jumps and iads very well.
    • On air hit the move vacums the opponent into itself.
    • 2H is jump cancelable.
  • On counter hit 2H is a launcher.


Test More Fields in Ful Frame Data

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech Hitstun CHWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. Untech CHWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
Attack Name 900, 1200 R 70 92 B Mid, All 13 2 (23~77) 3 42 -26 4 18 Launch 44, 44 + Slide 30 + Down 24 Launch 59, 59 + Slide 30 + WBounce 22 + Down 24 1/+0/+0/+5, 20/+0/+0/+5 1-21 All abc.com
Attack Name 900, 1200 R 70 92 B Mid, All 13 2 (23~77) 3 42 -26 4 18 Launch 44, 44 + Slide 30 + Down 24 Launch 59, 59 + Slide 30 + WBounce 22 +Down 24 1/+12/+0/+5, 20/+0/+0/+5 1-21 All abc.com


Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech Hitstun CHWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. Untech CHWhen hitting an airborne opponent, how long they can't air tech BlockstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
HitstopAmount of additional hitstop the opponent experiences on normal hit Hitstop CHAmount of additional hitstop the opponent experiences on counter hit Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Hitbox
Attack Name 900, 1200 R 70 92 B Mid, All 13 2 (23~77) 3 42 -26 4 18 Launch 44, 44 WBounce 44 + WStick 30 Launch 59, 59 + WBounce 44 + WStick 30 23 +0 +5 1-21 All abc.com
Attack Name 900, 1200 R 70 92 B Mid, All 13 2 (23~77) 3 42 -26 4 18 Launch 44, 44 WBounce 44 + WStick 30 Launch 59, 59 + WBounce 44 + WStick 30 0/+12 +0 +5 1-21 All abc.com