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Template:AttackDataHeader-SSBU: Difference between revisions

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{{#if:{{{version|}}}|! {{Tt|Hit / Hitbox|Which hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to.}} }}
{{#if:{{{version|}}}|! Hit }}
! height="25px" |{{Tt|Damage|The raw damage percent value(s) of the listed move that the game calculates damage and staling from.}}
! height="25px" |{{Tt|Damage|The raw damage percent value(s) of the listed move that the game calculates damage and staling from.}}
! {{Tt|Frames Active|The frames of this move where the hitboxes are active and can hit opponents.}}
! {{Tt|Frames Active|The frames of this move where there are active hitboxes that can affect opponents.}}
! {{Tt|Total Frames|The total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data".}}
! {{Tt|FAF|The first frame where the character can act after the endlag of this move.}}
! {{Tt|Angle|The launch angle of this move. 0 degrees is directly away from the attacking character.}}
! {{Tt|Angle|The launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise.}}
! {{Tt|Shield Safety|The difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the fact that the very first active frame touches the opponent.}}
! {{Tt|Shield Safety|The 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.}}
! width="250px" | {{Tt|Invuln|Any kind of body part intangibility, invulnerability, or armor that the move has.}}
! width="250px" | {{Tt|Protection|Any kind of body part intangibility, invulnerability, or armor that the move has.}}

Latest revision as of 03:28, 10 November 2022

! height="25px" |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. ! width="250px" | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.

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