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</div>{{#if:{{{hitbox|}}}|<div class="sc-btn-hitbox hitbox-toggle-off">Show Hitboxes</div><div class="sc-btn-hitbox hitbox-toggle-on">Hide Hitboxes</div>|}}</div><div class="movedata-datacol">
</div>{{#if:{{{hitbox|}}}|<div class="sc-btn-hitbox hitbox-toggle-off">Show Hitboxes</div><div class="sc-btn-hitbox hitbox-toggle-on">Hide Hitboxes</div>|}}</div><div class="movedata-datacol">
{| class="wikitable movedata-datatable"
{| class="wikitable movedata-datatable"
{{#if:{{{description|}}}|<div style="padding: var(--space-md);">{{{description}}}<hr></div>|}}
{{{data|}}}
{{{data|}}}
|}</div></div></div></includeonly><noinclude>__NOTOC__
|}</div></div></div></includeonly><noinclude>
==Usage==
{{Documentation}}
The goal behind '''MoveData''' is to unify normal and special movelist entries used on character pages across the wiki. To achieve that, this template works as a "tree trunk" with the game-specific ''AttackData-GameName'' and ''AttackDataHeader-GameName'' templates being the branches and leaves respectively.
[[Category:Universal]]
===Template Parameters===
[[Category:Templates]]
*'''name''': Attack name, in English when a localization is available. Will use "input" instead if omitted.
*'''input''': Attack input, for most of the wikis in {{SITENAME}} this will be written in [[Help:Notation|Numpad Notation]].
*'''subtitle''': Text to display below "name", such as a short comment or original Japanese name. (Will display after input if name is omitted)
*'''image''': Filename of the image used to depict the attack, automatically resized to '''175x250px'''. Use .png files when possible.
:'''Note''': Adding a parameter called "image2" will add a second image right under the first one. This is useful for multiple hit, rekka, or stance attacks. The template supports up to 10 images.
*'''caption''': Caption to display below the image. You may add important notes or a funny remark to break the monotony from reading frame data. This is entirely up to the editors.
:'''Note''': Similar to the image parameter, the caption parameter supports up to 10 captions (e.g.: caption=, caption2=, ..., caption10=).
*'''hitbox''': Filename of the image used to depict a hitbox image, automatically resized to '''175x250px'''. Use .png files when possible.
:'''Note''': Adding a parameter called "hitbox2" will add a second image right under the first one. This is useful for multiple hit, rekka, or stance attacks. The template supports up to 10 images. The first hitbox file '''must''' be specified to get the template to show any hitboxes.
*'''hitboxCaption''': Caption to display below the hitbox image.
:'''Note''': Similar to the image parameter, the caption parameter supports up to 10 captions (e.g.: caption=, caption2=, ..., caption10=).
*'''data''': Field where the game-specific data templates go (like [[Template:AttackData-CvS2]] or [[Template:AttackData-EX2PLUS]]). See the source code on the examples below on how they are typically used.
**'''version''': Most AttackData templates have a version variable which is used for air vs ground version of the same attack, EX versions, and more. '''This is usually defined at the beginning of the move to avoid including extra versions later!'''
**'''header''': Usually used in conjunction with the version parameter. By setting it to "no", you can hide the main header. This is useful for having multiple rows of data.
 
===Optional Parameters===
*'''imageSize''': Used to override the default image size. Need to specify in pixel width and pixel height (e.g.: 175x250px).
*'''textonly''': If set to "yes", one can get a MoveData template without frame data tables. Not really recommended but the option is there.
 
==Examples==
===Source Code Example 1:===
<nowiki>{{MoveData
|image=Cybots Vise 5L.png
|hitbox=CVS2_Iori_hp_dp_1.png
|caption=test caption
|hitboxCaption=hitbox test caption
|name=5L
|subtitle=Test subtitle.
|data=
{{AttackData-Cybots
|guard= Mid
|startup= 6
|active= 3, 4
|recovery=-
|frameAdv=-
|description= Standard jab. This move has two hitboxes but only hits once: One appears for 3 frames slightly above and in front of Vise, and one that appears for 4 frames right in front of him. It *could* be an anti-air, but chances are moves will stuff you at this range. Chains into 5L or a special version of 5H which knocks down. 5LLH is a good chain for a quick knockdown. This move is special cancelable, but the only notable moves to cancel this into are E-Pressure (214+L/H)and Giga Ring (Guldin type Giga Crush, L+H). Minus on block, 5LL is even, and 5LLH is minus.
}}
}}</nowiki>
 
===Output 1:===
{{MoveData
|image=Cybots Vise 5L.png
|hitbox=CVS2_Iori_hp_dp_1.png
|caption=test caption
|hitboxCaption=hitbox test caption
|name=5L
|subtitle=Test subtitle.
|data=
{{AttackData-Cybots
|guard= Mid
|startup= 6
|active= 3, 4
|recovery=-
|frameAdv=-
|description= Standard jab. This move has two hitboxes but only hits once: One appears for 3 frames slightly above and in front of Vise, and one that appears for 4 frames right in front of him. It *could* be an anti-air, but chances are moves will stuff you at this range. Chains into 5L or a special version of 5H which knocks down. 5LLH is a good chain for a quick knockdown. This move is special cancelable, but the only notable moves to cancel this into are E-Pressure (214+L/H)and Giga Ring (Guldin type Giga Crush, L+H). Minus on block, 5LL is even, and 5LLH is minus.
}}
}}
<br>
----
 
===Source Code Example 2:===
<nowiki>{{MoveData
| name    = Fire Ball / "Hyakushiki Oniyaki"
| input    = 623+P 
| subtitle = Uppercut
| image    = CVS2_Iori_hp_dp_1.png
| caption  = HP version
| image2  = CVS2_Iori_hp_dp_2.png
| caption2 = HP Version
| image3  = CVS2_Iori_hp_dp_3.png
| caption3 = HP Version
| linkname = DP
| data  =
{{AttackData-CvS2
  | version    = LP
  | subtitle    = {{Motion|623}} + {{Icon-Capcom|LP}}
  | damage      = 1700
  | stun        = 17
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 10
  | recovery    = 38
  | total      = 52
  | advHit      = DWN
  | advBlock    = -33
  | invul      = 4 (full), 10(lower)
  | description = Footsies DP
* Because this version is 1 hit and has a lot of lower invincibility (not to mention lower recovery), it's best used in the neutral game or when the opponent is far from Iori.
}}
{{AttackData-CvS2
  | header      = no
  | version    = MP
  | subtitle    = {{Motion|623}} + {{Icon-Capcom|MP}}
  | damage      = 700+1100
  | stun        = 7+11
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = [3/9]
  | recovery    = 48
  | total      = 64
  | advHit      = DWN
  | advBlock    = -42
  | invul      = 7 full/ 9 lower
  | description = Best DP
* This version has the highest amount of total invulnerability, so it's the best wakeup reversal and anti air. Make sure to hit the opponent deep to get both hits, otherwise you're missing out on damage compared to LP.
}}
{{AttackData-CvS2
  | header      = no
  | version    = HP
  | subtitle    = {{Motion|623}} + {{Icon-Capcom|HP}}
  | damage      = 400+600+1000
  | stun        = 4+6+10
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = [2/2/5]
  | recovery    = 59
  | total      = 72
  | advHit      = DWN
  | advBlock    = -51
  | invul      = 6 full/ 7 lower
  | description = Most Damage DP
* This is the damage DP. Perfectly usable as anti air or reversals, but only when the opponent is point blank. Also the recovery is so bad, Iori loses okizeme opportunities by using it.
}}
}}</nowiki>
 
===Output 2:===
{{MoveData
| name    = Fire Ball / "Hyakushiki Oniyaki"
| input    = 623+P 
| subtitle = Uppercut
| image    = CVS2_Iori_hp_dp_1.png
| caption  = HP version
| image2  = CVS2_Iori_hp_dp_2.png
| caption2 = HP Version
| image3  = CVS2_Iori_hp_dp_3.png
| caption3 = HP Version
| linkname = DP
| data  =
{{AttackData-CvS2
  | version    = LP
  | subtitle    = {{Motion|623}} + {{Icon-Capcom|LP}}
  | damage      = 1700
  | stun        = 17
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 10
  | recovery    = 38
  | total      = 52
  | advHit      = DWN
  | advBlock    = -33
  | invul      = 4 (full), 10(lower)
  | description = Footsies DP
* Because this version is 1 hit and has a lot of lower invincibility (not to mention lower recovery), it's best used in the neutral game or when the opponent is far from Iori.
}}
{{AttackData-CvS2
  | header      = no
  | version    = MP
  | subtitle    = {{Motion|623}} + {{Icon-Capcom|MP}}
  | damage      = 700+1100
  | stun        = 7+11
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = [3/9]
  | recovery    = 48
  | total      = 64
  | advHit      = DWN
  | advBlock    = -42
  | invul      = 7 full/ 9 lower
  | description = Best DP
* This version has the highest amount of total invulnerability, so it's the best wakeup reversal and anti air. Make sure to hit the opponent deep to get both hits, otherwise you're missing out on damage compared to LP.
}}
{{AttackData-CvS2
  | header      = no
  | version    = HP
  | subtitle    = {{Motion|623}} + {{Icon-Capcom|HP}}
  | damage      = 400+600+1000
  | stun        = 4+6+10
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = [2/2/5]
  | recovery    = 59
  | total      = 72
  | advHit      = DWN
  | advBlock    = -51
  | invul      = 6 full/ 7 lower
  | description = Most Damage DP
* This is the damage DP. Perfectly usable as anti air or reversals, but only when the opponent is point blank. Also the recovery is so bad, Iori loses okizeme opportunities by using it.
}}
}}
<br>
----
 
===Source Code 3:===
<nowiki>{{MoveData
|name=Shinki Hatsudō
|input=236P
|image=
|caption=
|data=
{{AttackData-EX2PLUS
|header=yes
|version=LP
|damage=23
|startup=
|active=
|recovery=
|total=
|onHit=
|onBlock=
|guard=H/L
|cancel=su/gb
|description=
}}
{{AttackData-EX2PLUS
|header=no
|version=MP
|damage=23
|startup=
|active=
|recovery=
|total=
|onHit=
|onBlock=
|guard=H/L
|cancel=su/gb
|description=
}}
{{AttackData-EX2PLUS
|header=no
|version=HP
|damage=23
|startup=
|active=
|recovery=
|total=
|onHit=
|onBlock=
|guard=H/L
|cancel=su/gb
|description=
}}
}}</nowiki>
 
===Output 3:===
{{MoveData
|name=Shinki Hatsudō
|input=236P
|image=
|caption=
|data=
{{AttackData-EX2PLUS
|header=yes
|version=LP
|damage=23
|startup=
|active=
|recovery=
|total=
|onHit=
|onBlock=
|guard=H/L
|cancel=su/gb
|description=
}}
{{AttackData-EX2PLUS
|header=no
|version=MP
|damage=23
|startup=
|active=
|recovery=
|total=
|onHit=
|onBlock=
|guard=H/L
|cancel=su/gb
|description=
}}
{{AttackData-EX2PLUS
|header=no
|version=HP
|damage=23
|startup=
|active=
|recovery=
|total=
|onHit=
|onBlock=
|guard=H/L
|cancel=su/gb
|description=
}}
}}
</noinclude>
</noinclude>

Latest revision as of 11:10, 20 June 2024

Template DocumentationEdit This Documentation

Usage

The goal behind MoveData is to unify normal and special movelist entries used on character pages across the wiki. To achieve that, this template works as a "tree trunk" with the game-specific AttackData-GameName and AttackDataHeader-GameName templates being the branches and leaves respectively.

Template Parameters

  • name: Attack name, in English when a localization is available. Will use "input" instead if omitted.
  • input: Attack input, for most of the wikis in SuperCombo Wiki this will be written in Numpad Notation.
  • subtitle: Text to display below "name", such as a short comment or original Japanese name. (Will display after input if name is omitted)
  • image: Filename of the image used to depict the attack, automatically resized to 175x250px. Use .png files when possible.
Note: Adding a parameter called "image2" will add a second image right under the first one. This is useful for multiple hit, rekka, or stance attacks. The template supports up to 10 images.
  • caption: Caption to display below the image. You may add important notes or a funny remark to break the monotony from reading frame data. This is entirely up to the editors.
Note: Similar to the image parameter, the caption parameter supports up to 10 captions (e.g.: caption=, caption2=, ..., caption10=).
  • hitbox: Filename of the image used to depict a hitbox image, automatically resized to 175x250px. Use .png files when possible.
Note: Adding a parameter called "hitbox2" will add a second image right under the first one. This is useful for multiple hit, rekka, or stance attacks. The template supports up to 10 images. The first hitbox file must be specified to get the template to show any hitboxes.
  • hitboxCaption: Caption to display below the hitbox image.
Note: Similar to the image parameter, the caption parameter supports up to 10 captions (e.g.: caption=, caption2=, ..., caption10=).
  • data: Field where the game-specific data templates go (like Template:AttackData-CvS2 or Template:AttackData-EX2PLUS). See the source code on the examples below on how they are typically used.
    • version: Most AttackData templates have a version variable which is used for air vs ground version of the same attack, EX versions, and more. This is usually defined at the beginning of the move to avoid including extra versions later!
    • header: Usually used in conjunction with the version parameter. By setting it to "no", you can hide the main header. This is useful for having multiple rows of data.

Optional Parameters

  • description: Used to add an overall description for an versioned move at the top of the MoveData Box.
  • imageSize: Used to override the default image size. Need to specify in pixel width and pixel height (e.g.: 175x250px).
  • textonly: If set to "yes", one can get a MoveData template without frame data tables. Not really recommended but the option is there.

Examples

Source Code Example 1:

{{MoveData
|image=Cybots Vise 5L.png
|hitbox=CVS2_Iori_hp_dp_1.png
|caption=test caption
|hitboxCaption=hitbox test caption
|name=5L
|subtitle=Test subtitle.
|data=
 {{AttackData-Cybots
 |guard= Mid
 |startup= 6
 |active= 3, 4
 |recovery=-
 |frameAdv=-
 |description= Standard jab. This move has two hitboxes but only hits once: One appears for 3 frames slightly above and in front of Vise, and one that appears for 4 frames right in front of him. It *could* be an anti-air, but chances are moves will stuff you at this range. Chains into 5L or a special version of 5H which knocks down. 5LLH is a good chain for a quick knockdown. This move is special cancelable, but the only notable moves to cancel this into are E-Pressure (214+L/H)and Giga Ring (Guldin type Giga Crush, L+H). Minus on block, 5LL is even, and 5LLH is minus.
 }}
}}

Output 1:

5L
Test subtitle.
Cybots Vise 5L.png
test caption
CVS2 Iori hp dp 1.png
hitbox test caption
Show Hitboxes
Hide Hitboxes
Guard Startup Active Recovery Frame Adv
- 6 3, 4 - -

Standard jab. This move has two hitboxes but only hits once: One appears for 3 frames slightly above and in front of Vise, and one that appears for 4 frames right in front of him. It *could* be an anti-air, but chances are moves will stuff you at this range. Chains into 5L or a special version of 5H which knocks down. 5LLH is a good chain for a quick knockdown. This move is special cancelable, but the only notable moves to cancel this into are E-Pressure (214+L/H)and Giga Ring (Guldin type Giga Crush, L+H). Minus on block, 5LL is even, and 5LLH is minus.



Source Code Example 2:

{{MoveData
| name     = Fire Ball / "Hyakushiki Oniyaki"
| input    = 623+P  
| subtitle = Uppercut
| image    = CVS2_Iori_hp_dp_1.png
| caption  = HP version
| image2   = CVS2_Iori_hp_dp_2.png
| caption2 = HP Version
| image3   = CVS2_Iori_hp_dp_3.png
| caption3 = HP Version
| linkname = DP
| data  = 
 {{AttackData-CvS2
  | version     = LP
  | subtitle    = {{Motion|623}} + {{Icon-Capcom|LP}}
  | damage      = 1700
  | stun        = 17
  | cancel      = None
  | guard       = Mid
  | parry       = Mid
  | startup     = 4
  | active      = 10
  | recovery    = 38
  | total       = 52
  | advHit      = DWN
  | advBlock    = -33
  | invul       = 4 (full), 10(lower)
  | description = Footsies DP
* Because this version is 1 hit and has a lot of lower invincibility (not to mention lower recovery), it's best used in the neutral game or when the opponent is far from Iori.
 }}
 {{AttackData-CvS2
  | header      = no
  | version     = MP
  | subtitle    = {{Motion|623}} + {{Icon-Capcom|MP}}
  | damage      = 700+1100
  | stun        = 7+11
  | cancel      = None
  | guard       = Mid
  | parry       = Mid
  | startup     = 4
  | active      = [3/9]
  | recovery    = 48
  | total       = 64
  | advHit      = DWN
  | advBlock    = -42
  | invul       = 7 full/ 9 lower
  | description = Best DP 
* This version has the highest amount of total invulnerability, so it's the best wakeup reversal and anti air. Make sure to hit the opponent deep to get both hits, otherwise you're missing out on damage compared to LP.
 }}
 {{AttackData-CvS2
  | header      = no
  | version     = HP
  | subtitle    = {{Motion|623}} + {{Icon-Capcom|HP}}
  | damage      = 400+600+1000
  | stun        = 4+6+10
  | cancel      = None
  | guard       = Mid
  | parry       = Mid
  | startup     = 4
  | active      = [2/2/5]
  | recovery    = 59
  | total       = 72
  | advHit      = DWN
  | advBlock    = -51
  | invul       = 6 full/ 7 lower
  | description = Most Damage DP 
* This is the damage DP. Perfectly usable as anti air or reversals, but only when the opponent is point blank. Also the recovery is so bad, Iori loses okizeme opportunities by using it. 
 }}
}}

Output 2:

Fire Ball / "Hyakushiki Oniyaki"
Uppercut
623+P
CVS2 Iori hp dp 1.png
HP version
CVS2 Iori hp dp 2.png
HP Version
CVS2 Iori hp dp 3.png
HP Version
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LP
Dp.png + Lp.png
1700 17 None Mid Mid 4 10 38 52 DWN -33 4 (full), 10(lower)

Footsies DP

  • Because this version is 1 hit and has a lot of lower invincibility (not to mention lower recovery), it's best used in the neutral game or when the opponent is far from Iori.
MP
Dp.png + Mp.png
700+1100 7+11 None Mid Mid 4 [3/9] 48 64 DWN -42 7 full/ 9 lower

Best DP

  • This version has the highest amount of total invulnerability, so it's the best wakeup reversal and anti air. Make sure to hit the opponent deep to get both hits, otherwise you're missing out on damage compared to LP.
HP
Dp.png + Hp.png
400+600+1000 4+6+10 None Mid Mid 4 [2/2/5] 59 72 DWN -51 6 full/ 7 lower

Most Damage DP

  • This is the damage DP. Perfectly usable as anti air or reversals, but only when the opponent is point blank. Also the recovery is so bad, Iori loses okizeme opportunities by using it.



Source Code 3:

{{MoveData
|name=Shinki Hatsudō
|input=236P
|image=
|caption=
|data=
 {{AttackData-EX2PLUS
 |header=yes
 |version=LP
 |damage=23
 |startup=
 |active=
 |recovery=
 |total=
 |onHit=
 |onBlock=
 |guard=H/L
 |cancel=su/gb
 |description=
 }}
 {{AttackData-EX2PLUS
 |header=no
 |version=MP
 |damage=23
 |startup=
 |active=
 |recovery=
 |total=
 |onHit=
 |onBlock=
 |guard=H/L
 |cancel=su/gb
 |description=
 }}
 {{AttackData-EX2PLUS
 |header=no
 |version=HP
 |damage=23
 |startup=
 |active=
 |recovery=
 |total=
 |onHit=
 |onBlock=
 |guard=H/L
 |cancel=su/gb
 |description=
 }}
}}

Output 3:

Shinki Hatsudō
236P
Version Damage Startup Active Recovery Total On Hit On Block Guard Cancel
LP 23 - - - - - - H/L su/gb
MP 23 - - - - - - H/L su/gb
HP 23 - - - - - - H/L su/gb

Source Code 4

This example is for an optional description to be nested above a versioned move.

{{MoveData
|image=UMVC3_CViper_XS_Lvl1.png
|caption=Viper's initial focus stance
|image2=UMVC3_CViper_XS_Lvl2.png
|caption2=Viper enters level 2 focus.
|image3=UMVC3_CViper_XS_Lvl3.png
|caption3=Viper automatically attacks upon fully charging
|name=Focus Attack
|input=X+S (can be charged)
|description=
Viper enters a focus stance. She has Hyper Armor in this stance starting from frame 6, and can cancel charging with a forward dash, backdash, or any special/hyper. However, the actual attack portion can only be cancelled into X-Factor. Continuing to charge the focus attack will unlock additional benefits.
|data=
 {{AttackData-UMVC3
 |version=Lvl 1
 |damage=70,000
 |guard=Mid
 |startup=25 Minimum (12f after release)
 |active=3
 |recovery=23
 |onhit=-3
 |onblock=-4
 |properties=Hyper Armor starting from frame 6
 |description=
* Level 1 (default) Focus Attack is an unremarkable elbow strike with limited range and utility.
<br>
 }}
 {{AttackData-UMVC3
 |version=Lvl 2
 |subtitle=Charged for 30-64 frames
 |damage=80,000
 |guard=Mid
 |startup=42 Minimum (12f after release)
 |active=3
 |recovery=23
 |onhit=
 |onblock=-4
 |properties=Hyper Armor starting from frame 6, {{crumple}} on grounded hit / Forced Soft Knockdown on air hit
 |description=
 * Level 2 Focus Attack is gained by charging for at least 30 frames, an inky aura will appear around Viper. Releasing the focus attack now will make the attack Crumple on hit against grounded opponents and cause a Forced Soft Knockdown on airborne opponents. Level 2 is most useful as a punish tool. Use the Hyper armor during the charge to absorb the hit of otherwise hard to deal with or normally unpunishable attacks and release the FA to punish.
<br>
 }}
 {{AttackData-UMVC3
 |version=Lvl 3
 |subtitle=Charged for 65 frames
 |damage=90,000
 |guard=Unblockable
 |startup=77
 |active=3
 |recovery=23
 |onhit=
 |onblock=
 |properties=Hyper Armor starting from frame 6, {{crumple}} on grounded hit / Forced Soft Knockdown on air hit, {{unblockable}}
 |description=
 * Level 3 Focus Attack is gained by allowing Viper to fully charge, and she will automatically attack upon reaching it. Not only does Level 3 Focus cause a Crumple hit, it is now '''Unblockable'''. Normally, it is impractical for Viper to keep an opponent in range of this attack long enough to fully charge it. This weakness can be circumvented by using assists / setups with large amount of lockdown, such as Dante's Jam Session or Amaterasu's Cold Star assist.
<br>
 }}
}}

Output 4

Focus Attack
X+S (can be charged)
UMVC3 CViper XS Lvl1.png
Viper's initial focus stance
UMVC3 CViper XS Lvl2.png
Viper enters level 2 focus.
UMVC3 CViper XS Lvl3.png
Viper automatically attacks upon fully charging
Viper enters a focus stance. She has Hyper Armor in this stance starting from frame 6, and can cancel charging with a forward dash, backdash, or any special/hyper. However, the actual attack portion can only be cancelled into X-Factor. Continuing to charge the focus attack will unlock additional benefits.
Lvl 1 Damage Startup Active Recovery
70,000 25 Minimum (12f after release) 3 23
On Hit On Block Guard Properties
-3 -4 Mid Hyper Armor starting from frame 6
  • Level 1 (default) Focus Attack is an unremarkable elbow strike with limited range and utility.


Lvl 2
Charged for 30-64 frames
Damage Startup Active Recovery
80,000 42 Minimum (12f after release) 3 23
On Hit On Block Guard Properties
- -4 Mid Hyper Armor starting from frame 6, Crumple.png on grounded hit / Forced Soft Knockdown on air hit
  • Level 2 Focus Attack is gained by charging for at least 30 frames, an inky aura will appear around Viper. Releasing the focus attack now will make the attack Crumple on hit against grounded opponents and cause a Forced Soft Knockdown on airborne opponents. Level 2 is most useful as a punish tool. Use the Hyper armor during the charge to absorb the hit of otherwise hard to deal with or normally unpunishable attacks and release the FA to punish.


Lvl 3
Charged for 65 frames
Damage Startup Active Recovery
90,000 77 3 23
On Hit On Block Guard Properties
- - Unblockable Hyper Armor starting from frame 6, Crumple.png on grounded hit / Forced Soft Knockdown on air hit, Unblockable.png
  • Level 3 Focus Attack is gained by allowing Viper to fully charge, and she will automatically attack upon reaching it. Not only does Level 3 Focus cause a Crumple hit, it is now Unblockable. Normally, it is impractical for Viper to keep an opponent in range of this attack long enough to fully charge it. This weakness can be circumvented by using assists / setups with large amount of lockdown, such as Dante's Jam Session or Amaterasu's Cold Star assist.



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