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attack_table [2019/09/03 10:56]
eternal [VelX / VelY / AccX / AccY]
attack_table [2020/05/26 03:19] (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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 ====Self Meter==== ​ ====Self Meter==== ​
-This is how much super meter you gain when you connect ​with the attack.+This is how much super meter the character will gain when connecting ​with the attack.
  
 ====Target Meter==== ​ ====Target Meter==== ​
-This is the amount of super meter your opponent receives when hit by the attack. In general this value is equal to 50% of the Self Meter value except in the case of Supers and EX moves.+This is the amount of super meter the opponent receives when hit by the attack. In general this value is equal to 50% of the Self Meter value except in the case of Supers and EX moves.
  
 ====Juggle Start==== ​ ====Juggle Start==== ​
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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.
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 These values pertain to the physics used on a move during push back or juggling. These follow the same rules as [[physics]] but are applied to the opponent. These values pertain to the physics used on a move during push back or juggling. These follow the same rules as [[physics]] but are applied to the opponent.
 ====Pushback Distance==== ====Pushback Distance====
-This refers to the amount of distance that the characters are pushed apart when the move hits. This is only applied to attacks vs opponents on the ground.+This refers to the amount of distance that the characters are pushed apart when the move hits. This is only applied to attacks vs opponents on the ground. A negative push back will pull the characters closer together.
attack_table.1567504598.txt.gz · Last modified: 2019/09/03 10:56 by eternal