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==Frame Data Definitions== | ==Frame Data Definitions== | ||
===Damage=== | ===Damage=== | ||
===Counter Damage=== | |||
===Guard=== | ===Guard=== | ||
===Guard Crush=== | |||
===Stun=== | |||
===Meter=== | |||
===Cancel=== | ===Cancel=== | ||
===Startup=== | ===Startup=== |
Revision as of 00:30, 12 June 2022
Frame Data Definitions
Damage
Counter Damage
Guard
Guard Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
Other Terms
- Light Attack Chain/Combo = This is a term that you'll read a lot on some sections. As the name states, it's just a combo with the character's Light Attacks involved. Some characters need it in their game, and some characters can't even do it, that just varies.
- Link = First, remember: Link isn't a chain. Link is just comboing two moves, being them normals, Command Moves, Specials, Supers, and things like that. Some characters can link one normal into another one, or one Super into another Super, and so on.
- Knockdown = It's just a move that knocks down your opponent and gives to him the opportunity to do a recovery roll.
- Hard Knockdown = A move that knocks down your opponent, but won't give him/her the opportunity to recovery roll. It will have a different animation from a regular knockdown (Something like a slamming animation on the ground), so you can see the difference.
- Reset = A move that hits the opponent and will send him in the air, but he will land with the standing animation, unlike the two knockdowns. It's very useful to mixup the opponent.
- GCFS = Guard Cancel Frontstep