![]() # ~ # : Advantage/disadvantage can vary from # to #.- # : You have # frames of disadvantage.Crouching Hit Advantage: Number of frames you are in advantage/disadvantage after opponent have been take the hit while he's crouching. ![]() Hit Advantage: Number of frames you are in advantage/disadvantage after opponent have been take the hit.Blocked Advantage: Number of frames you are in advantage/disadvantage after opponent have been blocked the hit.Recovery: Number of frames it takes to recover from the move.Hit: Number of frames that can hit the opponent.Startup: Number of frames it takes to start the move.Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels).Throw Range: Range of the throw (in pixels).Super Cancel: If you can cancel the move into a Super Art.Special Cancel: If you can cancel the move into a Special Move.Chains into itself: If you can combo into the same movement.Stun Damage: Stun Damage it does (in pixels).Motion: What you must do to execute the move.Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame. ![]() I use the 1st frame of every move (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move.
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