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! 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 there are active hitboxes that can affect opponents.}}
! {{Tt|Endlag|The remaining inactionable frames of a move's animation. Landing lag for applicable moves will be denoted in parenthesis.}}
! {{Tt|Angle|The launch angle of this move. 0 degrees is directly away from the attacking character.}}
! {{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.}}
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Revision as of 14:43, 10 October 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. ! EndlagThe remaining inactionable frames of a move's animation. Landing lag for applicable moves will be denoted in parenthesis. ! AngleThe launch angle of this move. 0 degrees is directly away from the attacking character. ! 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 fact that the very first active frame touches the opponent. ! width="250px" | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.