Template:MoveData-KOFXV/Documentation

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{{MoveData-KOFXV | character =  | moveId = 
| name		= 
| input		= 
| images	= 
| hitboxes	= 
| damage	= 
| guard		= 
| cancel	= 
| startup	= 
| active	= 
| recovery	= 
| hitadv	= 
| blockadv	= 
| invul		= 
| stun  	= 
| guardDamage	= 
}}

Usage

This template defines and stores values, in this case moves' data, in the MoveData_KOF02UM Cargo Table to then be queried by Template:FrameData-KOFXV/Query and make tables using Template:FrameDataCargo-KOFXV. It also serves as a tooltip.
Storing a character's moves should be done in their data subpage due to be linked in the bottom external links section of the main page. The format to follow can be found here.


Parameters

How to use each parameter

Main Parameters

| character =

Character's official full name. Not Kensou and Mary but Sie Kensou and Blue Mary.

| moveId =

The move's identification code. It should be written as the character's common name then an underscore followed by the move's input without dot/comma and with an eventual "raw" or "can" mention for relevant command normals. The Id isn't case sensitive but maj's should be avoided.
Kyo's st.A's Id is "kyo_sta", his f+Bs' Ids are "kyo_rawf+b" and "kyo_canf+b". Find more examples below or here.

| name =

The move's full name. Not st.A and j.C but stand A and jump C.

| input =

The move's input as would be written going by the Notation. It should respect case sensitiveness, b being back and B being light kick.

| images =

The move's image file(s). Multiple file names should be separated by commas and ordered from last to first.
Please name the files as XV_Character_Move_ima.png, if a move warrants multiple images, use XV_Character_Move_1_ima.png then with 2, 3 and so on.

| hitboxes =

The move's hitbox file(s). Multiple file names should be separated by commas and ordered from last to first.
Please name the files as XV_Character_Move.png, if a move warrants multiple images, use XV_Character_Move_1.png then with 2, 3 and so on.

| damage =

The move's damage value, 10 being 1%.
Moves with a few hits should be recorded as "z (x+y)" where x is the first hit's damage, y the second's and z the total.

| guard =

How the move has to be blocked. To be left empty for Throws and unblockables. Otherwise, use Low ([[The_King_of_Fighters_XV/Defense#Low|Low]]), Mid ([[The_King_of_Fighters_XV/Defense#Mid|Mid]]) and High ([[The_King_of_Fighters_XV/Defense#High_.2F_Overhead|High]])
Next to either of those, (1) would mean only the first hit has to be blocked that way, (2) the second and nothing that the entire move has to be blocked said way.

| cancel =

Whether this move is special cancelable ([[The_King_of_Fighters_XV/Gauges#Special_Cancel|special]]) or super cancelable ([[The_King_of_Fighters_XV/Gauges#Super_Cancel_.28SC.29|super]]).
Next to either of those, (1) would mean only the first hit is cancelable, (2) the second, (x~y) every hit from x to y and nothing that the entire move is cancelable.

| startup =

The move's startup, first active frame included.

| active =

The move's active frames.
Moves with a few hits should be recorded as "x, (y), z" where the 1st is active for x frames, followed by a y frame gap before the 2nd becomes active for z frames.

| recovery =

The move's recovery frames.

| hitadv =

The move's frame advantage on hit. Use [[The_King_of_Fighters_XV/Miscellaneous#Soft_Knockdown_.28SKD.29|SKD]] for soft knockdown and [[The_King_of_Fighters_XV/Miscellaneous#Hard_Knockdown_.28HKD.29|HKD]] for hard.
x ~ y would mean the move has different frame advantage depending on range. x when done point-blank and y on the tip.

| blockadv =

The move's frame advantage on block.
x ~ y would mean the move has different frame advantage depending on range. x when done point-blank and y on the tip.

| invuln =

Eventual throw and/or hit invincibility the move would have, recorded as (frames)_TYPE_(Location). Startup or Active may be used to note the frame range when it matches closely.
(Startup) would mean the move is invincible until after its 1st active frame. (Startup - 1) would mean that it's invincible until its 1st active frame.

| stun =

Amount of stun damage done.

| guardDamage =

Damage done to the guard bar when blocked.

Secondary Parameters

Secundary parameters are for further preparing data for moves with multiple versions/follow-ups and as such, these parameters only show in the output of Template:FrameDataCargo-KOF02UM.
| version =

Name to identify the version/follow-up. A neutral jump B's version would be exactly that name while Kyo's canceled f+B would be "canceled into".

| orderId =

A number defining in what order the data for the versions/follow-ups of the move will be displayed. Start at 1 and add 1 each time.
Jump moves should be displayed in "hop, jump, neutral jump" order and command normals in "raw, canceled into" order.

| header =

When displaying the move's data, if yes or no the (damage, guard, etc) header should be displayed "again". The first move should always be set to "yes" (or nothing as the default is yes).
Typically, set the header to yes if there'll be a big enough description separating two moves' data to warrant showing the header again. Set it to no otherwise.


Example

Kyo's cl.A data you can find here.


Kyo Kusanagi
kyo_cla
cl.A
close A
XV Kyo cl.A ima.jpgFile:XV Kyo cl.A.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, command, and/or super cancelable.
Empty means it cannot be canceled at all.
StartupNumber of frames for the move to become active, first active frame included.Activex, (y), z means the move has two his. 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 when matching the frame range.
StunAmount of stun damage doneGuard DamageDamage done to the guard bar when blocked
25MidCMD/SP/SU4--+5+3-3060
Source
{{MoveData-KOFXV | character = Kyo Kusanagi | moveId = kyo_cla
|name=close A
|input=cl.A
| images	  = XV_Kyo_cl.A_ima.jpg
| hitboxes	  = XV_Kyo_cl.A.png
| damage	  = 25
| guard		  = [[The_King_of_Fighters_XV/Defense#Mid|Mid]]
| cancel	  = CMD/SP/SU
| startup	  = 4
| active	  = 
| recovery	  = 
| hitadv	  = +5
| blockadv	  = +3
| invul		  = 
| stun        = 30
| guardDamage = 60
}}