This page aims to document various tools and templates used throughout Dragdown, possible implementations and how to format them so that they are used properly.
Commonly tools and templates on all pages
Table Of Contents
Note: As of the move to Citizen Skin, this does not limit the header levels. But it is still mandatory if you want a Table of Contents to appear Documentation: Template:TOC limit
Template:
{{TOC limit|Number Here}}
A navigation list made up of all the headers (text surrounded by '=' signs (==Header==) on a page).
Adding an index after the limit| will limit the TOC to only show up to a specific header level. Useful if you have many sections with many subheaders that you might not want to bloat the TOC at the side of a page(examples include the Strategy pages of characters).
Move Cards
Documentation: Template:SSBU_Move_Card
Best to avoid changing anything other than the description field unless you know what you are doing. If you want to modify framedata on Move Cards, you will want to navigate to the /Data page of the respective character, e.g. SSBU/Mario/Data.
The chara field should be used when you want to display a fighter's move on another fighter's page. The only characters that have seperate chara fields are Pyra & Mythra, as well as Rosalina & Luma.
Example:
{{SSBU Move Card |chara=Pit |attack=Up Smash |specificHits= |description= *PlaceHolder }}
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
3.04.5 charged | 6 | - | 365/120/367/105 | -42-41 charged | none |
3.04.5 charged | 7 | - | 110/123 | -41-40 charged | none |
2.03 charged | 10 | - | 98/120 | -38-38 charged | none |
8.012.0 charged | 18 | 51 | 89 | -27-25 charged | none |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
20 FKB/33 FKB | 100 | 33 charged | ||||||||||
140 FKB | 100 | 33 charged | ||||||||||
20 FKB/50 FKB | 100 | 33 charged | ||||||||||
66 | 111 | 64 charged |
Ambox
Documentation: Template:Ambox
Amboxes is a notice template that is used to highlight/group up information that belong to the same category. You will often see these templates in the |unique_mechanicx= parameter to show off fighter's unique abilities effects.
Examples
{{Ambox |image='''Benefits''' |border=green |info=These benefits disappear after losing a stock |type= '''+''' 1.3× damage multiplier to all attacks(Except Items and {{clr|special|Supernova}}) ---- '''+''' Gains an additional Jump ---- '''+''' Increased Walk, Dash and Run Speed, as well as their Acceleration values. ---- '''+''' Increased Air Acceleration and Speed, Gravity and Fall Speed ---- '''+''' Heavy Armor(20%) on all {{clr|smash|Smash Attacks}} }}
Benefits | + 1.3× damage multiplier to all attacks(Except Items and Supernova)
+ Gains an additional Jump + Increased Walk, Dash and Run Speed, as well as their Acceleration values. + Increased Air Acceleration and Speed, Gravity and Fall Speed + Heavy Armor(20%) on all Smash Attacks These benefits disappear after losing a stock |
Coloring Text
Documentation: Template:Color/Template:clr, or Template:ColorRank/Template:clrr
Coloring serves as a way to emphasise text that notates moves, such as F-Tilt. You should be using this wherever applicable, on every page.
ColorRank is a seperate template dedicated to the character-specific Techniques pages, coloring the different levels of importance/difficulty.
Examples
{{clr|tilt|Jab 1}}, {{clr|smash|Up Smash}}, {{clr|grab|Pivot Grab}}, {{clr|special|Neutral Special}}, {{clr|shield|Getup Roll}}
Jab 1, Up Smash, Pivot Grab, Neutral Special, Getup Roll
{{clrr|essential|Essential}}, {{clrr|useful|Useful}}, {{clrr|situational|Situational}}, {{clrr|fun|For Fun}}
Essential, Useful, Situational, For Fun
Notation
Documentation: Template:Notation
The Notation template is used to visualize inputs for a given move or sequence of moves. The inputs displayed are controller-agnostic, meaning that it is (aiming to be) inclusive of all controllers. The specific action notated is presented as a unique glyph, followed by correspondingly-colored text. They are used on character-specific Overview pages to demonstrate how to use a move, as well as on the Advantage and Tech pages, where specific inputs may be required.
Hovering over the Notation provides default controls for that particular action, for all controllers supported for that particular game.
Notation for Super Smash Bros. Ultimate
[wip]
Notation for Rivals of Aether II
AttackDefault Controls
Xbox:
GCN:
KB:
StrongDefault Controls
Xbox:
GCN:
KB:
SpecialDefault Controls
Xbox:
GCN:
KB:
GrabDefault Controls
Xbox:
GCN:
KB:
ShieldDefault Controls
Xbox:
GCN:
KB:
ParryDefault Controls
Xbox:
GCN: / +
KB:
Walk Mod.Default Controls
KB:
JumpDefault Controls
Xbox:
GCN:
KB:
Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB: / / /
Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB: / / /
Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB: / / /
Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB: / / /
Prompts DECOMMISIONED
Documentation: Template:Prompt
Prompts are used to help visualise button presses and Analog Stick movement. They are used on Overview pages, to demonstrate how to use a move, as well as on the Advantage and Tech pages, where specific inputs may be required. Prompts also support FGC characters' motion inputs.
This template is currently being replaced with Notation. Prompt utilizes only GCN buttons, which poses a problem when the games featured in this wiki supports more than just GameCube controllers. Furthermore, even on GCN, a particular button being intrinsically tied to a button poses a problem for those with a custom controls configuration, e.g. should not be treated as equivalent to "Shield" since many players bind that button to a different action.
The Prompt template may still be used as a quick way to display GCN input icons specifically if needed, but editors attempting to display inputs for moves like Forward Smash or Down Tilt are heavily encouraged to use the Notation template instead.
Examples
{{Prompt|Z}}, {{Prompt|X}}, {{Prompt|Y}}, {{Prompt|Analog Smash Left}} + {{Prompt|A}} , {{Prompt|Analog Right}} + {{Prompt|B}}, {{Prompt|C Neutral}} + {{Prompt|A}}, {{Prompt|Analog QCB}}, {{Prompt|Analog QCF}}, {{Prompt|Analog HCF}}, {{Prompt|Analog DP}}, {{Prompt|Analog QCD}}
, , , + , + , + , , , , ,
StockIcons
Documentation: Template:StockIcon
StockIcon is used when you want to mention other characters, and add a hyperlink to the character's Overview page.
Examples
{{StockIcon|SSBU|Steve}}, {{StockIcon|SSBU|King Dedede}}, {{StockIcon|SSBU|Pyra & Mythra}}, {{StockIcon|SSBU|Pyra}}
Steve, King Dedede, Pyra & Mythra, Pyra
Adding Hyperlinks
[https://www.youtube.com YOUTUBE]
Appears as YOUTUBE
Keywords and Tooltips
Documentation of Templates: Template:Tt, Template:Term, Template:GlossaryData
Repository: Glossary
Dragdown has a glossary of common Smash terms that are used. Readers may use it to learn/cross-ref phrases or concepts during reading. To help keep text engaging and reduce the necessity of cross-referencing, there is a Term template that utilizes the Tooltip (Tt) template to place a tooltip of the definition of the term if the reader mouses over them. The keyword in question must be stored in the site's Glossary first, by using our GlossaryData template on the Glossary page to add a term to the Cargo so it can be retrieved via Keyword.
If you ever want to make a helpful tooltip that is completely unrelated to any terms in our Glossary, you can always use the Tooltip (Tt) template directly to write whatever you may want, instead of Keyword.
Example
Kazuya, Min Min, Steve players, any of those players who pop off after they win should be banned from entering future events. Winning 8-2 matchup doesn't mean shit! -A classic {{term|john}}
Appears as
Kazuya, Min Min, Steve players, any of those players who pop off after they win should be banned from entering future events. Winning 8-2 matchup doesn't mean shit!
-A classic johnjohn
An excuse for a player's underperformance that results in a match loss.
FP Boxes
Documentation: Template:FP Box/Documentation
What most of the site is made out of.
Collapsible Lists
This is a HTML thing, but I'll write down what I know here.
This can be used if you have a ton of extra information that you don't what clogging the page up, but still want to leave somewhere for people to read. You place this down and write the information in between the divs.
<div class="mw-collapsible mw-collapsed"> Placeholder </div>
Placeholder
Tabber
There is no documentation for this because its a HTML thing, but I'm gonna write down what I know here.
Tabber is often used on the Matchup page where there are Echo Fighters; the Matchup guide is similar enough as the characters fought have about the same way to approach. However, it is seperated since they technically aren't the same character.
Tabber can also be used as a seperater when you want points of similar details on the same tab/area. You'll usually want to put Tabbers in FP Boxes so that they look nicer.
Important to note that Tabbers won't show up on Show Preview when you initially create them.
Examples
{{FP Box |content= Countering Ledge Options <tabber> |-|Ledge Jump= Placeholder 1 |-|Ledge Roll= Placeholder 2 |-|Ledge Getup= Placeholder 3 |-|Ledge Attack= Placeholder 4 </tabber> }}
Placeholder 1
Placeholder 2
Placeholder 3
Placeholder 4
Data Page
CharLinks
Documentation: Template:CharLinks
VERY important Template. This is what controls what sections show up for the character.
|videos= Unused, don't touch |setplay= Leave blank if you dont want a setplay page for the character, put yes if otherwise |matchups= Unused, don't touch. |discord= Character discord link |twitter= Searches twitter for the character. Most of the time, the format is #SSBU_CharName.
Overview Page
Overview Box
Documentation: Template:Overview
Combo Pages
TheoryBoxes
Documentation: Template:TheoryBox
Strategy Pages
Repurpose Overview Page Templates
Templates and elements on Overview pages can be repurposed and used for the strategy section. Few examples included below.
Reusing General Move Cards
You can use the same move card to show the move used, but change the description for the context. This way, you don't have to keep going back and forth refering to frame data.
Showing off Images of Moves
If you want to show off a specific move for visualisation purposes, you can have the page display the image. HIGHLY RECOMMENDED you change the size of the image to something smaller so that the image doesn't clog up everything. 340px by 180px is good enough for the most part(and the one used by Dustloop so therefore a good enough size)
Examples
<center> <gallery widths="340px" heights="180px" mode="nolines"> Kazuya_CJab.png | '''{{clr|tilt|Crouch Jab}}''' SSBU_Lucina_LucinaFTilt_0.png | '''{{clr|tilt|FTilt}}''' </gallery> </center>
-
Crouch Jab
-
FTilt
Matchup Pages
Matchup Box
Documentation of Templates mentioned: Template:MatchupSummaryBox
Used to have a short summary describing the matchup. Optional favorability.
Example:
{{MatchupSummaryBox |game=SSBU |character=Terry |favorability={{clr|grab|Mirror}} |oneliner=Both of you have GO. Silly matchup. |summary= Summary text goes here * Summary text goes here too }}
Summary text goes here
- Summary text goes here too
Opponent's Overview | Advanced Stats |
Inverse Matchup
Return to the top
Resource Pages
Players to Watch
Documentation of Templates mentioned: Template:PlayersToWatch, Template:PlayersToWatchEntry
Used to display Players to Watch. The section should be presented as "Players to Watch" not as "Notable Players". Players who are put into this table need to have a large amount of publicly available footage to observe, whether on YouTube or on a replay viewing site like smasharchives, PGStats or vods.co.
The Notes field should provide some basic explanation of why the player's footage is noteworthy for watching. Color can be chosen for each stock (1-8, default 1 if left blank. Exception to this are the Miis, who only have 1 type of stock icon).