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User:Powthe/sandbox

TOC test

text


/Overview Page with headers and pregen cards

Note that we must still edit the names of the special moves, and change whether specificHits is yes or blank

Also does not apply for characters w/ special mechanics

{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
|overview= This is a character in SSBU. (Placeholder)

|summary= does things (Placeholder)
|pros=* Placeholder
|cons=* Placeholder
|weight = -
|spotDodge = -
|airDodge = -
|fastestOOS = -
}}

==Normal Moves==
=== {{clr|tilt|Jab}} ===
<big>{{Prompt|A}}</big>
{{SSBU Move Card
|attack=Jab
|specificHits=yes
|description=
}}
=== {{clr|tilt|Forward Tilt}} ===
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Forward Tilt
|specificHits=
|description=
}}
=== {{clr|tilt|Up Tilt}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Up Tilt
|specificHits=
|description=
}}
=== {{clr|tilt|Down Tilt}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Tilt
|specificHits=
|description=
}}
=== {{clr|tilt|Dash Attack}} ===
<big>{{Prompt|A}} while dashing or running</big>
{{SSBU Move Card
|attack=Dash Attack
|specificHits=
|description=
}}

==Smash Attacks==
=== {{clr|smash|Forward Smash}} ===
<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Forward Smash
|specificHits=
|description=
}}
=== {{clr|smash|Up Smash}} ===
<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Up Smash
|specificHits=
|description=
}}
=== {{clr|smash|Down Smash}} ===
<big>{{Prompt|Analog Smash Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Smash
|specificHits=
|description=
}}

==Aerials==
=== {{clr|aerial|Neutral Aerial}} ===
<big>Airborne {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Neutral Air
|specificHits=
|description=
}}
=== {{clr|aerial|Forward Aerial}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Forward Air
|specificHits=
|description=
}}
=== {{clr|aerial|Back Aerial}} ===
<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Back Air
|specificHits=
|description=
}}
=== {{clr|aerial|Up Aerial}} ===
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Up Air
|specificHits=
|description=
}}
=== {{clr|aerial|Down Aerial}} ===
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Air
|specificHits=yes
|description=
}}

==Special Moves==
=== {{clr|special|Neutral B}} ===
<big>{{Prompt|B}}</big>
{{SSBU Move Card
|attack=
|specificHits=yes
|description=
}}

=== {{clr|special|Side B}} ===
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}}</big>
{{SSBU Move Card
|attack=
|specificHits=yes
|description=
}}

=== {{clr|special|Up B}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|B}}</big>
{{SSBU Move Card
|attack=
|specificHits=yes
|description=
}}
=== {{clr|special|Down B}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big>
{{SSBU Move Card
|attack=
|specificHits=yes
|description=
}}

==Grabs & Throws==
=== {{clr|grab|Grab}} ===
<big>{{Prompt|Z}}</big>
{{SSBU Move Card
|attack=Grab
|specificHits=yes
|description=
----
;Standing Grab 

----
;Pivot Grab (While Dashing, {{Prompt|Analog Left}}/ > {{Prompt|Z}})

----
;Dash Grab (While Dashing, {{Prompt|Z}})

----
;Pummel (After grabbing, {{Prompt|A}})

}}
=== {{clr|grab|Forward Throw}} ===
<big>After grabbing, {{Prompt|Analog Right}}</big>
{{SSBU Move Card
|attack=Forward Throw
|specificHits=
|description=
}}
=== {{clr|grab|Back Throw}} ===
<big>After grabbing, {{Prompt|Analog Left}}</big>
{{SSBU Move Card
|attack=Back Throw
|specificHits=
|description=
}}
=== {{clr|grab|Up Throw}} ===
<big>After grabbing, {{Prompt|Analog Up}}</big>
{{SSBU Move Card
|attack=Up Throw
|specificHits=
|description=
}}
=== {{clr|grab|Down Throw}} ===
<big>After grabbing, {{Prompt|Analog Down}}</big>
{{SSBU Move Card
|attack=Down Throw
|specificHits=
|description=
}}

==Misc. Attacks==
=== Ledge Attack ===
<big>{{Prompt|A}} while holding the ledge</big>
{{SSBU Move Card
|attack=Ledge Attack
|specificHits=
|description=
*PlaceHolder
}}
=== Getup Attack  ===
<big>{{Prompt|A}} after getting knocked down</big>
{{SSBU Move Card
|attack=Getup Attack 
|specificHits=yes
|description=
It's a Getup Attack.
}}
=== Trip Attack ===
<big>{{Prompt|A}} after tripping</big>
{{SSBU Move Card
|attack=Trip Attack
|specificHits=
|description=
*PlaceHolder
}}


==Navigation==
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
<center>{{StockIcon|{{ROOTPAGENAME}}|{{#titleparts:{{PAGENAME}}|1|2}}|50px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:SSBU/Navigation}}

[[Category:Super Smash Bros. Ultimate]]
[[Category:Playable Character]]

/Advanced Stats Page with headers and pregen cards

<center>{{StockIcon|{{ROOTPAGENAME}}|{{#titleparts:{{PAGENAME}}|1|2}}|50px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{TOClimit|3}}

== Navigation ==
<center>{{StockIcon|{{ROOTPAGENAME}}|{{#titleparts:{{PAGENAME}}|1|2}}|50px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{#titleparts:{{PAGENAME}}|1|1}}/Navigation}}
== Stats ==
{{Character-SSBU
|character=Terry
|weight=
|airdodgen=F intangible
|airdodgentotal=F
|airdodged=F intangible
|airdodgedtotal=?F (Side) \ ?F (Up) \ ?F (Down) \ ?F (Diagonally  Up) \ ?F (Diagonally Down)
|jumpsquat=3
|hopheightshort=
|hopheightfull=
|hopheightair=
|hopdurationshort=F
|hopdurationfull=F
|hopdurationshff=F
|hopdurationfhff=F
|jumpstotal=2
|gravity=
|airfallspeedn=
|airfallspeedfast=
|hardlanding=
|airspeed=
|airaccelbase=
|airacceladd=
|airaccelmax=
|walkspeed=
|dashinitial=
|runspeed=
|dashframesn=
|dashframespivot=
|rollback=F intangible
|rollforward=F intangible
|spotdodgetotal=/
|spotdodgeintan=F intangible
|grabrange=
}}
== Navigation ==
<center>{{StockIcon|{{ROOTPAGENAME}}|{{#titleparts:{{PAGENAME}}|1|2}}|50px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:{{#titleparts:{{PAGENAME}}|1|1}}/Navigation}}

Misc Stuff

<span class="input-badge">(angleable)</span>

This will give:

(angleable)

<div class="movelist-toggles sticky">
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:SSBU_Joker_Stock.png|30px|link=]] Normal</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:SSBU_Joker_Stock.png|30px|link=]] Arsene</div>
</div>

<div id="movelist-1" class="movelist"><!-- Normal Movelist -->
{{CharacterInfoBoxTesting
|chara=Joker
|attack=Up Tilt
|specificHits=yes
|description=
*PlaceHolder
}}

</div>

<div id="movelist-2" class="movelist"><!-- Arsene Movelist -->
{{CharacterInfoBoxTesting
|chara=Joker
|attack=Up Tilt Arsene
|specificHits=yes
|description=
*PlaceHolder
}}

</div>

This will give

Normal
Arsene
Hit / HitboxWhich 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. 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.
Hit 1 4.0 8-9 41 120/105/100/110/115/123, 130/367/133frames 8,9 -27 to -26 N/A
Hits 2-4 1.0x3 10-19 41 367 -28 to -19 N/A
Final Hit 1.0 20-23 41 90 -18 to -15 N/A
  • PlaceHolder


Hit / Hitbox 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
Hit 1 150 FKB/60 FKB/165 FKB, 20 FKB/0frames 8,9 - 100 N/A N/A 5 - - - - - -
Hits 2-4 20 - 20 N/A N/A 2 - - - - - -
Final Hit 35 - 270 N/A N/A 2 - - - - - -
Hit / HitboxWhich 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. 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.
1st Hit, Arsene 4.0 8 41 120/105/100/110/115/123, 130/367/133frames 8, 9 -27 to -26 N/A
Hits 2-4, Arsene 1.0/0.7Joker/Arsene 10-19/11-19Joker/Arsene 41 367 -28 to -19 N/A
Final Hit, Arsene 3.9 20-23 41 90 -15 to -12 N/A
  • PlaceHolder


Hit / Hitbox 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
1st Hit, Arsene 150 FKB/60 FKB/165 FKB, 20 FKB/0frames 8, 9 - 100 N/A N/A 5 - - - - - -
Hits 2-4, Arsene 20/50Joker/Arsene - 20 N/A N/A 2 - - - - - -
Final Hit, Arsene 50 - 180 N/A N/A 5 - - - - - -


Move Cards testing

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.
6.0 17-45 71 361 -45 to -17 N/A
5.0 46-66 43 361 -20 to 0 N/A

Big chungus go boom


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
7 25 N/A N/A 3
7 25 N/A N/A 3


MatchupBoxSummary Test

Kazuya Heh I almost had to play neutral good thing i have EWGF
Significant Advantage


Testing Move Cards Fix

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