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Template:AttackDataHeader-SSBU: Difference between revisions

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{{#if:{{{version|}}}|! {{Tt|Hit / Hitbox|Which hit timing (early/late), or hitbox (sweetspot/sourspot) of this move that the data to the right is referring to.}} }}
{{#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.}} }}
! 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 there are active hitboxes that can affect opponents.}}
! {{Tt|Frames Active|The frames of this move where there are active hitboxes that can affect opponents.}}

Revision as of 22:37, 9 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. ! 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.

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