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attack_table [2019/09/03 09:58] eternal [Target Meter] |
attack_table [2020/05/26 02:19] (current) eternal [Target Animation Time] |
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The table has several sections each of which affect something different. The sections are as follows: | The table has several sections each of which affect something different. The sections are as follows: | ||
====Name==== | ====Name==== | ||
- | This section is obvious and unchangable. Each value is self evident except for "Unknown_Standing/Unknown_Crouching/Unknown_Air/Block_Air" which currently seems to do nothing. | + | Names are unchangeable. Each value is self evident except for "Unknown_Standing/Unknown_Crouching/Unknown_Air/Block_Air" which currently seems to do nothing. |
====Damage==== | ====Damage==== | ||
- | Also fairly obvious, this section governs the damage the move does when interacting with the opponent who is in the listed state (Standing/Crouching/Air/Counter Hit/Blocking) the value must be a positive value and a whole number. Negative values do nothing. | + | This section governs the damage the move does when interacting with the opponent who is in the listed state (Standing/Crouching/Air/Counter Hit/Blocking) the value must be a positive whole number. Negative values do nothing. |
====Stun==== | ====Stun==== | ||
- | Same as damage values but instead for stun. The only notable thing is that if a move causes stun damage on block it will not trigger the opponent to become stunned even if you reach their maximum stun. You can only stun on hit or counter hit. Value must be a positive value and a whole number. | + | Same as damage values but instead for stun. Like damage stun can be added on block but a stun can only be triggered on a successful hit. Value must be a positive whole number. |
====Effect==== | ====Effect==== | ||
This is the type of script that is run when hit. there is Hit, Script, Blow, Blow2, Bound, and Bound2. | This is the type of script that is run when hit. there is Hit, Script, Blow, Blow2, Bound, and Bound2. | ||
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0-1 uses the default animation time | 0-1 uses the default animation time | ||
+ | |||
2,3,4,5 use the default animation time -4 | 2,3,4,5 use the default animation time -4 | ||
+ | |||
6,7,8,9 use the default animation time -9+X | 6,7,8,9 use the default animation time -9+X | ||
+ | |||
10-Onward use the default animation time -10+X | 10-Onward use the default animation time -10+X | ||
- | where x is the Target Animation Time | + | |
+ | Where x is the Target Animation Time | ||
It is best to experiment and test this on your own and reference other moves whose data you have access to via the shoryuken frame data wiki until you have a move at the amount of hitstun you want. | It is best to experiment and test this on your own and reference other moves whose data you have access to via the shoryuken frame data wiki until you have a move at the amount of hitstun you want. |