| This template uses TemplateStyles: | |
This template is used to show how something works on a frame-per-frame level.
There is no hard rule on what the colors mean. Instead, all uses of this template should have a nearby Template:Legend explicitly indicating what they mean on the page. This allows frame tables to describe very different situations while having a limited palette.
Usage
{{FrameTable|
{{Frame|1|d/f1|blue}}
{{Frame|2|n|orange}}
}}
FrameTable set
If there are a set of FrameTables intended to be read in parallel, wrap them in a Template:FrameTableSet. This will give them a shared scrollbar if they overflow, keeping them aligned.
Parameters
| Parameter | Default | Description |
|---|---|---|
caption
|
A caption for the table. Can be blank. | |
state
|
Stance
|
Label for the third row. |
| 1 | A sequence of Template:Frames that make up the table itself. |
Parameters for Template:Frame
| Parameter | Default | Description |
|---|---|---|
| 1 | ⋯
|
The frame number for this column. Use ⋯ for multiple frames with the same input and state. |
| 2 | The input performed on this frame. Uses Template:IronFist to represent the input. There should at most be two symbols used here: one for the direction, and one for the attack input. If other frames in the table use both, make sure you use n for any attack with a neutral directional input to keep the direction and attack buttons in the table aligned.
| |
| 3 | blue
|
The color of the final cell in the column. This represents the state of the player. Available colors are red, orange, yellow, green, teal, blue, and purple.
|
Example
| Active | |
| Startup | |
| Recovery | |
| Recovered | |
| Input buffer |
Lee df+1
Frame
Input
State
1
d/f1
2
⋯
12
13
14
15
⋯
25
26
27
28
29
39
31
32
33
34
- The above documentation is from Template:FrameTable/doc
- Editors should experiment in this template’s sandbox and testcases pages