Template:SF6-ComboTable/Documentation: Difference between revisions

Template page
(Add documentation for responsive combo table)
 
No edit summary
 
(9 intermediate revisions by 3 users not shown)
Line 5: Line 5:
== Usage ==
== Usage ==
<pre>
<pre>
{{SF6-ComboTable-wip
{{SF6-ComboTable
| Stock = (Optional) Name of the character's unique resource.
| Items =
| Items =
   {{SF6-ComboTableItem-wip
   {{SF6-ComboTableItem
   | Combo      = The series of inputs used to perform the combo.
   | Combo      = The series of inputs used to perform the combo.
   | Position  = Positioning required for the combo.
   | Position  = Positioning required for the combo.
   | Damage    = Damage done by a combo.
   | Damage    = Damage done by a combo.
  | Stocks    = (Optional) Character specific resources expended to perform the combo.
   | Drive      = Drive gauge expended to perform the combo.
   | Drive      = Drive gauge expended to perform the combo.
   | Super      = Super gauge expended to perform the combo.
   | Super      = Super gauge expended to perform the combo.
Line 19: Line 21:
}}
}}
</pre>
</pre>
When creating a table with the optional Stocks column, the column name '''must''' be defined in the header, and every combo in the table '''must''' have a value for Stocks. To create an empty cell in the Stocks field set its value to '''&amp;nbsp;'''


== Example ==
== Example ==
{{SF6-ComboTable-wip
{{SF6-ComboTable
| Header = Guile Combos
| Items =
| Items =
   {{SF6-ComboTableItem-wip
   {{SF6-ComboTableItem
   | Combo      = 2P, 2MP > 28HK
   | Combo      = 2P, 2MP > 28HK
   | Position  = Anywhere
   | Position  = Anywhere
Line 33: Line 38:
   | Video      =  
   | Video      =  
   |}}
   |}}
   {{SF6-ComboTableItem-wip
   {{SF6-ComboTableItem
   | Combo      = 2P, 2MP > 28HK > SU3
   | Combo      = 2P, 2MP > 28HK > SU3
   | Position  = Anywhere
   | Position  = Anywhere
Line 43: Line 48:
   | Video      =  
   | Video      =  
   }}
   }}
   {{SF6-ComboTableItem-wip
   {{SF6-ComboTableItem
   | Combo      = 2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK
   | Combo      = 2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK
   | Position  = Anywhere
   | Position  = Anywhere
Line 53: Line 58:
   | Video      =  
   | Video      =  
   }}
   }}
   {{SF6-ComboTableItem-wip
   {{SF6-ComboTableItem
   | Combo      = 2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK > SU3
   | Combo      = 2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK > SU3
   | Position  = Anywhere
   | Position  = Anywhere
Line 61: Line 66:
   | Difficulty = [2] {{clr|2|Easy}}
   | Difficulty = [2] {{clr|2|Easy}}
   | Notes      =  
   | Notes      =  
  | Video      =
  |}}
}}
{{SF6-ComboTable
| Header = Lily Combos
| Stock = Windclad
| Items =
  {{SF6-ComboTableItem
  | Combo      = 236KK > 236236K
  | Position  = Anywhere
  | Damage    = 3000
  | Stocks    = &nbsp;
  | Drive      = 2
  | Super      = 2
  | Difficulty = {{clr|2|Easy}}
  | Notes      =
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = W.236KK, 236236P
  | Position  = Corner
  | Damage    = 2960
  | Stocks    = 1
  | Drive      = 2
  | Super      = 1
  | Difficulty = {{clr|2|Easy}}
  | Notes      = 1 Windclad projectile punish.
  | Video      =
  |}}
  {{SF6-ComboTableItem
  | Combo      = W.236KK, W.623HP
  | Position  = Corner
  | Damage    = 2320
  | Stocks    = 2
  | Drive      = 2
  | Super      = 0
  | Difficulty = {{clr|2|Easy}}
  | Notes      = 2 Windclad projectile punish.
   | Video      =  
   | Video      =  
   |}}
   |}}
}}
}}
{{doc/end}}
{{doc/end}}

Latest revision as of 12:41, 8 December 2023


Description

On large viewports, such as on maximized browsers, combo items will be rendered as a sortable wikitable. On smaller viewports, such as on mobile devices, combo items will be rendered in a responsive manner.

Usage

{{SF6-ComboTable
| Stock = (Optional) Name of the character's unique resource.
| Items =
  {{SF6-ComboTableItem
  | Combo      = The series of inputs used to perform the combo.
  | Position   = Positioning required for the combo.
  | Damage     = Damage done by a combo.
  | Stocks     = (Optional) Character specific resources expended to perform the combo.
  | Drive      = Drive gauge expended to perform the combo.
  | Super      = Super gauge expended to perform the combo.
  | Difficulty = Relative difficulty level of combo execution.
  | Notes      = Any notes relevant to the combo.
  | Video      = Video of combo execution.
  |}}
}}

When creating a table with the optional Stocks column, the column name must be defined in the header, and every combo in the table must have a value for Stocks. To create an empty cell in the Stocks field set its value to &nbsp;

Example

Guile Combos
Combo Position Damage Drive Gauge Super Gauge Difficulty Notes Video
2P, 2MP > 28HK Anywhere 1860(2020) 0 0 [1] Very Easy Can link 2MP into Double Shot (2MP~2MP) to trade damage for charge time.
2P, 2MP > 28HK > SU3 Anywhere 4260(4420) 0 3 [1] Very Easy
2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK Anywhere 2616(2700) 2 0 [2] Easy
2P, 5HP > Drive Rush > 2HP, 2LP, 2LP, 28HK > SU3 Anywhere 4616(4700) 2 3 [2] Easy
Lily Combos
Combo Position DamageWindclad Drive Gauge Super Gauge Difficulty Notes Video
236KK > 236236K Anywhere 3000  2 2 Easy
W.236KK, 236236P Corner 29601 2 1 Easy 1 Windclad projectile punish.
W.236KK, W.623HP Corner 23202 2 0 Easy 2 Windclad projectile punish.