User:Wakeup720: Difference between revisions

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<!--{| class="wikitable" style="text-align:center; vertical-align:middle;width:50%"
===<big>{{clr|A|5A}}</big>===
| colspan="63" | Aerial Hitbox
{{BBCF Move Card|game=BBCF|chara=Iron Tager
|-
|input=5A
| colspan="8"  | 1-8 (8f window)<br>Emergency Techable
|description=
| colspan="15" | 9-23 (15F window)<br>No actions can be performed
*Surprisingly large hitbox; hits crouching, low-dashing and even tech-rolling characters with ease.
| colspan="40" | 24-63 (40f window)<br>Any wakeup action can be performed
*Cannot self cancel, even on hit
|-
*Useful for setting up tick throws
| colspan="23" style="border-right:dashed 1px" | Combo proration still in effect
*One of Tager's few jump-cancelable normals.
| colspan="10" style="border-left:dashed 1px" | 10F
Tager's 5A is a good poke, and can even lead to decent damage. While it's not as fast as the average jab, its neutral frame advantage and generally large size gives it many uses including to set up tick throws.
| colspan="30" | Combo proration ends
//|}-->
 
<includeonly><!--------------------------- defaults the character to the subpagename ---------------------------
-->{{#vardefine:targetChara|{{{chara|{{SUBPAGENAME}}}}}}}<!-----------
<!----------- determines up to 4 inputs from a comma seperated list of inputs in the |input argument -----------
-->{{#vardefine:input1|{{#explode:{{{input}}}|,|0}}}}<!--
-->{{#vardefine:input2|{{#explode:{{{input}}}|,|1}}}}<!--
-->{{#vardefine:input3|{{#explode:{{{input}}}|,|2}}}}<!--
-->{{#vardefine:input4|{{#explode:{{{input}}}|,|3}}}}<!--
---><div class="attack-container"><div class="attack-gallery"><tabber>
Images = <!------------------- Pulls the images and captions from the game's moveData table ------------------->
{{#cargo_query:tables= MoveData_BBCF__images, MoveData_BBCF
|join on= MoveData_BBCF__images._rowID=MoveData_BBCF._ID
|fields= MoveData_BBCF__images._value=image
|where=MoveData_BBCF.chara="{{#var:targetChara}}" and MoveData_BBCF.input in ('{{#var:input1}}', '{{#var:input2}}', '{{#var:input3}}', '{{#var:input4}}') {{#if: {{{type|}}}| and MoveData_BBCF.type="{{{type|}}}" |}}
|group by= MoveData_BBCF__images._value
|order by=_ID,MoveData_BBCF__images._position
|format=gallery|mode=nolines|show filename=0|show bytes=0|show dimensions=0
|image height=210|image width=210
}}
}}
|-|
Hitboxes = <!-------------- Pulls the hitboxes and hitboxCaptions from the game's moveData table -------------->
{{#cargo_query:tables=MoveData_BBCF__hitboxes, MoveData_BBCF
|join on= MoveData_BBCF__hitboxes._rowID=MoveData_BBCF._ID
|fields= MoveData_BBCF__hitboxes._value=image
|where=MoveData_BBCF.chara="{{#var:targetChara}}" and MoveData_BBCF.input in ('{{#var:input1}}', '{{#var:input2}}', '{{#var:input3}}', '{{#var:input4}}') {{#if: {{{type|}}}| and MoveData_BBCF.type="{{{type|}}}" |}}
|group by= MoveData_BBCF__hitboxes._value
|order by=_ID,MoveData_BBCF__hitboxes._position
|format=gallery|mode=nolines|show filename=0|show bytes=0|show dimensions=0
|image height=210|image width=210
}}
</tabber></div><div class="attack-info"><!--
----------------------- displays the listed fields in the table portion of the move card -----------------------
------ If the move is a single input with multiple versions, use the |versioned arg to show version names ------
-->{{#cargo_query:tables=MoveData_BBCF
|fields={{#if:{{{versioned|}}}|name=Name,|}}damage=Damage,guard=Guard,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,attribute=Attribute,invuln=Invuln
|where=chara="{{#var:targetChara}}" and input in ('{{#var:input1}}', '{{#var:input2}}', '{{#var:input3}}', '{{#var:input4}}') {{#if: {{{type|}}}| and MoveData_BBCF.type="{{{type|}}}" |}}
|format=table|named args=yes|order by=_ID
}}<!--------------------------- this is where the body of the move card is written. --------------------------->
{{{description|Add a description to this move using the <nowiki>"|description="</nowiki> field
Describe what the move is used for. Maybe mention some positive traits or downsides that are important.
*Bullet point of supplemental data}}}
</div></div></includeonly><noinclude>{{clear}}{{User:Wakeup720/doc}}</noinclude>

Revision as of 09:13, 1 September 2022

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400 All 7 3 11 0 +6 B
  • Surprisingly large hitbox; hits crouching, low-dashing and even tech-rolling characters with ease.
  • Cannot self cancel, even on hit
  • Useful for setting up tick throws
  • One of Tager's few jump-cancelable normals.

Tager's 5A is a good poke, and can even lead to decent damage. While it's not as fast as the average jab, its neutral frame advantage and generally large size gives it many uses including to set up tick throws.