Template:FrameDataCargo-KOFXV/Documentation

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{{FrameDataCargo-KOFXV
| moveId = 
| description = 
| phases = 
}}

Usage

This template provides a direct and simple way to display the data stored in the MoveData_KOFXV cargo table via Template:MoveData-KOFXV. It uses Template:FrameData-KOFXV and is based on the Template:MoveData format.

Main Parameters

  • The move(s)' Id(s), moveId from which the template will extract the data needed for the table. Up to 10 move Ids are supported.
Multiple ids should be separated by commas, the template will gather and display images, hitboxes and data for all moves in their given "orderId"s as they were stored in the cargo table.
Note that image/hitbox files of the same name will only be displayed once, at their first iteration.
  • A description to write in the table under the first move's data.
Use extra parameters description2 up to description10 for descriptions under the 2nd up to 10th move's data.
  • Filling phases will create an extra tab of that name next to description. It should be used to display and occasionally describe interesting changes in the first move's hitboxes.
Use extra parameters phases2 up to phases10 to make a phases tab next to the 2nd up to 10th move's description.


Secondary Parameters

Secondary parameters are mainly used to change default options depending on the situation's needs.

  • The table will use the first move's name and input which may not be what you want. In that case, you can use the name and/or input parameter for the table to use instead.
  • All images and hitboxes are displayed in 175x250px and centered ([[File:x.png|175x250px|center]]). You can change that by writing your preferred options separated by commas on the display parameter. The default display parameter would be |display=175x250px,center.
  • To add captions to images and hitboxes use the captions parameter to write one or multiple captions separated by commas. The first caption will go under the first image/hitbox, the 2nd caption under the 2nd image/hitbox and so on.
  • All images and hitboxes are gathered directly from the MoveData_KOFXV Cargo storage table but the user can enter them manually if preferred using an image and/or hitbox parameter. You can also add image2/hitbox2 up to image10/hitbox10 parameters.
  • Doing this disables the display parameter. However you can then change an image/hitbox's display size with imageSize and/or hitboxSize keeping the same additional imageSize2 and/or hitboxSize2 up to the 10th parameter for each image/hitbox.
  • Doing this disables the caption parameter. However you can then add a caption to an image/hitbox with caption keeping the same additional caption2 up to caption10 for each image/hitbox.


Examples

  • Case 1: Simple table with one move and no secondary parameters.
far A
f.A
f.A
XV kyo fa ima.png
XV kyo fa hb.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid special 6 2 14 -1 -3 - 30 60


A cancelable standing jab with poor priority but decent range and speed. Can be used to stuff hops early but a well timed st.B is generally preferred.

  • Cancelable on hit/whiff.
  • Chains into every lights but cl.A/B.
Source
{{FrameDataCargo-KOFXV
|moveId=kyo_sta
|description=
<br>
A cancelable standing jab with poor priority but decent range and speed. Can be used to stuff hops early but a well timed st.B is generally preferred.<br>
<br>
* Cancelable on hit/whiff.
* Chains into every lights but cl.A/B.
|phases=
<gallery mode=packed-hover heights=150px>
File:XV_Kyo_st.A_1.png|'''Startup'''
File:XV_Kyo_st.A_2.png|'''Active'''
</gallery>
}}


  • Case 2: Simple table with one move and a caption.
far C
f.C
f.C
XV kyo fc ima.png
This is not okay.
XV kyo fc hb.png
This is not okay.
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid special 10 3 19 -1 -3 - 70 120


Very lackluster range for such a slow button with a severe lack of active frames, an unsettling tendency to be whiff punished and no conversion whatsoever. To put it bluntly this move could do double the damage with double the speed and it would still be pretty bad but it doesn't even have that. Mostly appears when messing up cl.C's spacing, frustration usually ensues.

Source
{{FrameDataCargo-KOFXV
|moveId=kyo_stc
|captions=''This is not okay.''
|description=
<br>
Very lackluster range for such a slow button with a severe lack of active frames, an unsettling tendency to be whiff punished and no conversion whatsoever. To put it bluntly this move could do double the damage with double the speed and it would still be pretty bad but it doesn't even have that. Mostly appears when messing up cl.C's spacing, frustration usually ensues.
|phases=
<gallery mode=packed-hover heights=160px>
File:XV_Kyo_st.C_1.png|Frames '''4~9'''
File:XV_Kyo_st.C_2.png|Frames '''10~12'''
File:XV_Kyo_st.C_3.png|'''Active'''
File:XV_Kyo_st.C_4.png|'''Early Recovery'''
</gallery>
}}


  • Case 3: Simple table with one move and I pick what image and hitbox to show.
close C
c.C
c.C
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 4 3 19 -1 -3 - 70 120


A very fast and cancelable uppercut with deceptively good range that serves as Kyo's main combo starter and then extends higher for a good secundary grounded anti-air against hops. Can be 1f linked off cr.B for a good frametrap on block but a somewhat limited conversion on hit without max mode.

  • Only the first part is cancelable so a whiff cancel needs to be done very fast.
Source
{{FrameDataCargo-KOFXV
|moveId=kyo_clc
|image=XV_Kyo_cl.C_2_ima.png
|hitbox=XV_Kyo_cl.C_2.png
|description=
<br>
A very fast and cancelable uppercut with deceptively good range that serves as Kyo's main combo starter and then extends higher for a good secundary grounded anti-air against hops. Can be 1f linked off cr.B for a good frametrap on block but a somewhat limited conversion on hit without max mode.<br>
<br>
* Only the first part is cancelable so a whiff cancel needs to be done very fast.
|phases=
<gallery mode=packed-hover heights=200px>
File:XV_Kyo_cl.C_1.png|'''Startup'''
File:XV_Kyo_cl.C_2.png|Frames '''3~4'''
File:XV_Kyo_cl.C_3.png|Frames '''5~12'''
</gallery>
}}


  • Case 4: Table of 3 moves with no phases, a description only after the 3rd move's data, and I want to pick the name and input on display.
jump A
j.A
j.A
XV kyo ja ima.png
XV kyo ja hb.png
No results
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High - 4 5 1 on ground - - - 30 50

jump A jump A

45 High - 4 5 1 on ground - - - 30 60


The only good thing to note is hop A has a good chunk of active frames for a hop, though it isn't deep enough to hit crouching(Bao, Chin, Choi) unlike j.A or neutral j.A. Mediocre and outshone by other jump-ins.

Source
{{FrameDataCargo-KOFXV
|moveId=kyo_ha,kyo_ja,kyo_nja
|name=jump A
|input=j.A
|description3=
<br>
The only good thing to note is hop A has a good chunk of active frames for a hop, though it isn't deep enough to hit crouching(Bao, Chin, Choi) unlike j.A or neutral j.A. Mediocre and outshone by other jump-ins.
}}


  • Case 5: Table of 2 moves both with descriptions and phases, and I want to decide what images and hitboxes to show.
No results
No results
No results


NO IMAGE FOUND

No resultsNo results

Kyo lifts his leg then does a quick heel drop, very simple overhead but doesn't have much use, especially without meter. On paper the average speed and short active period feels lacking but a better look shows that the small active period is great since the hurtbox shrinks in quickly making it much less likely to be whiff punished. Furthermore, its good pushback also keeps it safe on block making this a fairly good mix-up option if it doesn't get stuffed first.

  • Standing Overhead.
  • Mix-up Advice: After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B out faster than linking it for an overhead option versus canceling into df+D for a low.
  • Combo Advice: You can do BC run, cl.C to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B into qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P(Charge) to spend 2 bars on a 36~41% conversion.

Like most standing overheads, canceling f+B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like Kyo's f+B that then looks like his 98 Goufu You instead for some reason. It is faster but the first hit's range is tiny, whiffing on almost every non-backturned character for only the second hit to connect, although it only combos off cl.C/D on hit.
It is mostly safe if it gets blocked but falls short of being a true blockstring in the first place, it's still a good frametrap but shouldn't be too relied on since the opponent can OS it with a fast invincible reversal.

Both hits properly combo on the front only on Chang, standing(Shermie) and crouching(Chin, Choi, Xiangfei). Special note that against crouching Choi cl.C, f+B, qcf+C > hcb+P > f+P > dp+P is a true and good combo.

  • Combo Advice: The go-to meterless option on hit is cl.C, f+B, qcf+A, it's mostly very safe on block but qcf+A can whiff on block so using qcf+C instead is a bit less safe but more consistent. The same max bypass as with raw f+B is still possible.
Source
{{FrameDataCargo-KOFXV
|moveId=kyo_rawf+B,kyo_canf+B
|image=XV_Kyo_raw_f+B_2_ima.png
|image2=XV_Kyo_can_f+B_3_ima.png
|hitbox=XV_Kyo_raw_f+B_2.png
|hitbox2=XV_Kyo_can_f+B_3.png
|description=
Kyo lifts his leg then does a quick heel drop, very simple overhead but doesn't have much use, especially without meter. On paper the average speed and short active period feels lacking but a better look shows that the small active period is great since the hurtbox shrinks in quickly making it much less likely to be whiff punished. Furthermore, its good pushback also keeps it safe on block making this a fairly good mix-up option if it doesn't get stuffed first.<br>
<br>
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
* '''Mix-up Advice''': After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B out faster than linking it for an overhead option versus canceling into df+D for a low.
* '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B into '''qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A''' or '''qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P(Charge)''' to spend 2 bars on a 36~41% conversion.
|phases=
<gallery mode=packed-hover heights=200px>
File:XV_Kyo_raw_f+B_1.png|'''Startup'''
File:XV_Kyo_raw_f+B_2.png|'''Active'''
File:XV_Kyo_raw_f+B_3.png|'''Early Recovery'''
</gallery>
|description2=
Like most standing overheads, canceling f+B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like Kyo's f+B that then looks like his 98 Goufu You instead for some reason. It is faster but the first hit's range is tiny, whiffing on almost every non-backturned character for only the second hit to connect, although it only combos off cl.C/D on hit.<br>
It is mostly safe if it gets blocked but falls short of being a true blockstring in the first place, it's still a good frametrap but shouldn't be too relied on since the opponent can OS it with a fast invincible reversal.<br>
<br>
Both hits properly combo on the front only on Chang, standing(Shermie) and crouching(Chin, Choi, Xiangfei). Special note that against crouching Choi '''cl.C, f+B, qcf+C > hcb+P > f+P > dp+P''' is a true and good combo.
<br>
<br>
* '''Combo Advice''': The go-to meterless option on hit is '''cl.C, f+B, qcf+A''', it's mostly very safe on block but qcf+A can whiff on block so using qcf+C instead is a bit less safe but more consistent. The same max bypass as with raw f+B is still possible.
|phases2=
<gallery mode=packed-hover heights=200px>
File:XV_Kyo_can_f+B_1.png|'''1st hit'''
File:XV_Kyo_can_f+B_2.png|'''Gap'''
File:XV_Kyo_can_f+B_3.png|'''2nd hit'''
</gallery>
}}