Refers to the direction an attack must be blocked. Multiple values may be listed if a move's damage varies under specific circumstances (such as a Super Art with a cinematic and non-cinematic version). Multi-hit moves may have the damage listed for individual hits. The lower number assumes all previous hits were performed as quickly as possible, and the higher number assumes the earlier hits were delayed to grant a longer hitconfirm before the final cancel.Īttack damage on hit. For some moves like a Target Combo cancelled into a Special Move, a range of values may be listed (e.g. Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.Hit confirm windows for Special Moves, Target Combos, and Super Arts. "su": Super Art (if a number is listed, refers only to that specific Super su3 = Lv.3 Super Art)."ch": Chain cancel (Light normals specific chain options listed in Description).For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.Īvailable options for cancelling one move into another move.For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X*Y.For projectiles with a maximum active period, a value may be listed in, but this number is not factored into the move's total frame count. How many frames a move remains active (can hurt opponents) for.
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