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A '''movelist''' (often referred to as '''frame data''') contains a list of a character's moves and details of those moves' properties. Movelists vary both in how many of a character's moves they list, and in how detailed those listings are.
A '''movelist''', often referred to as '''frame data''', is a list of moves a character can do and details of those moves' properties. Movelists vary both in how many of a character's moves they list, and in how detailed those listings are.


{{SITENAME}} movelists strive to be as comprehensive as possible while also being dense enough for use as reference material, so reading them can be daunting at first. This page aims to help with that.
{{SITENAME}} movelists strive to be as comprehensive and readable as possible while also being dense enough for use as reference material, so reading them can be daunting at first. But don't lose hope โ€“ you get used to it pretty quickly.


== Layout for {{SITENAME}} movelists ==
For editors, see also:


<div class="movelist-nr">
* {{tl|Move}} for documentation on how to add or modify move entries in movelists
{{MoveDataHeader}}
* [[Wavu:Movelist]] for a standard of how movelist pages are organized
</div>


=== Name ===
== Header ==


The name of the move. These are mostly from the in-game movelist.
{{MoveDataHeader}}
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For moves which don't have an in-game name:
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* If it's a part of a string, the name is based on that string's name. For example, Jin's 1,3,2,1 is named "Kazama Style 5 Hit Combo (4)", as it's the 4th hit in the string and the final string is named "Kazama Style 5 Hit Combo".
* If it's a stance transition, the move has "to {stance}" added to the move being transitioned from's name.
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=== Input ===
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The input to perform the move, written in [[Notation|notation]]. This is often used as the move's name.
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For strings, the input of the full string is shown, but the input is washed out for previous moves in the string.
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=== Damage ===
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How much [[Damage|damage]] the move does without any modifiers.
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For strings, the damage of every move in the string is shown, but the damage is washed out for previous moves in the string.
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=== Target ===
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The [[Hit level|hit level]] of the move.
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For moves that transition to a stance, the stance is listed in brackets. For example, "m,(ZEN)" means a mid followed by a transition to Zenshin. Stance abbreviations are listed in the [[Glossary|glossary]].
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For strings, the target of every move in the string is shown, but the target is washed out for previous moves in the string.
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=== Range ===
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The maximum range recorded of the move hitting a Heihachi bot on-axis, using the distance value from the in-game frame data display.
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For strings, this is the range of the whole string, including the forward movement between the string.
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For moves with motion inputs, this is the range of the move performed with the fastest input and as much [[Input buffer|buffering]] as possible. In other words, this is the range of the move with the least amount of motion from the input diluting the measurement.
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This measurement is not super accurate. Assume an error of about ยฑ0.03.
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=== Frame advantage ===
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Any number with a + or - in front it indicates [[Frame advantage|frame advantage]] from the attacker's perspective.
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These may be modified with the following:
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; a : Opponent will be floated during recovery and will recover grounded ("airborne")
; b : Opponent will recover [[Back-turn state|back-turned]]
; c : Opponent will recover [[Crouch|crouching]]
; d : Opponent is grounded during recovery and will recover grounded ("downed")
; g : Opponent can guard during recovery
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If there are multiple numbers, this indicates that there are differing states of the recovery.
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If a number is in brackets, this indicates when the opponent can do a [[Tech recovery|tech recovery]]. This is not strictly speaking the frame advantage, since it doesn't count how long the tech recovery itself takes.
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If there is no number in brackets, then the opponent can't do a tech recovery.
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Example 1. Kazumi's d/f+1,2 is "-13c" on block. This means:
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* The opponent recovers crouching 13 frames before Kazumi has recovered
* The opponent can't do a tech recovery
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Example 2. Lee's 2,1,3 is "+20a (+11a)" on hit. This means:
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* The opponent is airborne for 20 frames after Lee has recovered
* The opponent can do a tech recovery 11 frames after Lee has recovered
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Example 3. Kazuya's d/f+2 is "+13 +59a" on counter-hit. This means:
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* The opponent is standing for 13 frames after Kazuya has recovered
* The opponent is airborne for the next 46 frames
* The opponent can't do a tech recovery
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==== Block ====
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The frame advantage on block. Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).
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For breakable throws, this is the frame advantage when the throw is broken.
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Can be modified as per [[#Frame_advantage|the above section]].
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==== Hit ====


The frame advantage on hit. Blank if the move is not an attack (e.g., a stance transition or a cancel).
The above header, created from {{tl|MoveDataHeader}}, has tooltips for each heading briefly describing what info is in each cell.


For throws, this is the frame advantage after the throw.
== Notes ==


Can be modified as per [[#Frame_advantage|the above section]].
Many common properties are stuffed into the notes field. The following standard wording is used for these properties (see {{tl|MoveDataIcon}} for colored ones):


==== CH ====
; {{Homing}}
: Is [[Tracking#Homing|homing]]. Can't be sidestepped.
; {{Tailspin}}
: Will cause a [[screw]] against an aerial opponent. Implies "Balcony break".
; {{Spike}}
: Will [[Spike|spike]] an aerial opponent, preventing them from tech rolling. Implies "Floor break".
; {{FB}}
: Can [[Stage break#Floor breaks|floor break]].
; {{BB}}
: Can [[Stage break#Wall and balcony breaks|wall/balcony break]].
; {{WB}}
: Will cause a [[Attack#Wall bounce|wall bounce]] against standing opponent if he hits the wall. Implies "Balcony break".


The frame advantage on counter-hit. Blank if this is the same as on hit.
; Clean hit {frame advantage}
: Can [[clean hit]], will be at frame advantage {frame advantage} if it does.
: Example: "Clean hit +24a"
; Throw break {input}
: Throw can be broken with {input}.
: Example: "Throw break 1+2"
; Throw break {input} on frame {range}
: Throw can be broken with {input} during frames {range}.
: Example: "Throw break 1+2 on frame 1~20"
; Move can be delayed {frames}f
: Active frames can be delayed up to {frames} frames. Implies "Input can be delayed {frames}f".
: Example: "Move can be delayed 2f"
; Input can be delayed {frames}f: Input can be delayed up to {frames} frames after the ''last'' active frame of the previous move in the string (when non-delayable strings can no longer be input).
: Example: "Input can be delayed 4f"
; Transition to {recovery} with {input}
: Pressing {input} during startup will change recovery to {recovery}
: Example: "Transition to r21 HMS with 3+4"
; Transition input can be delayed {frames}f
: Input for stance transition can be delayed up to {frames} frames from the ''first'' active frame of the last hit (when non-delayable transitions can no longer be input).
: Example: "Transition input can be delayed 8f"
; Enter {stance} {frame advantage} with {input} on {block/hit/ch}
: Pressing {input} after the move {block/hit/ch} will transition to {stance} with {frame advantage}
: Example: "Enter RSS +9 with F on hit"
; Enter {stance} {frames on block} {frames on hit} {frames on ch} {total frames} {recovery frames} with {input}
: A generalized version of the above. Frame data should be included in the order shown above.
: Example: "Enter KNK -9 +2 with b"
; Combo from {nth} {hit/CH}
: Is guaranteed to hit in neutral if {nth} move in the string {hit/ch}.
: Example: "Combo from 2nd hit"
; Combo from {nth} {hit/CH} with {frames}f delay
: Is guaranteed to hit in neutral if input is delayed up to {frames} frames and the {nth} move in the string {hit/ch}.
: Example: "Combo from 3rd CH with 14f delay"
; Jail from {nth} attack
: Opponent is forced to block if {nth} move in the string is blocked. Implies "Combo from {nth} {hit/ch}".
: Example: "Jail from 1st attack"
; Jail from {nth} block
: Opponent is forced to block if {nth} move in the string is blocked. ''Does not'' imply "Combo from {nth} {hit/ch}".
: Example: "Jail from 3rd block"
; Jail from {nth} {attack/block} with {frames}f delay
: Opponent is forced to block if input is delayed up to {frames} and the {nth} move in the string is blocked.
: Example: "Jail from 1st attack with 4f delay"


Can be modified as per [[#Frame_advantage|the above section]].
{{Navbox system}}

Latest revision as of 11:12, 3 March 2024

A movelist, often referred to as frame data, is a list of moves a character can do and details of those moves' properties. Movelists vary both in how many of a character's moves they list, and in how detailed those listings are.

Wavu Wiki movelists strive to be as comprehensive and readable as possible while also being dense enough for use as reference material, so reading them can be daunting at first. But don't lose hope โ€“ you get used to it pretty quickly.

For editors, see also:

  • {{Move}} for documentation on how to add or modify move entries in movelists
  • Wavu:Movelist for a standard of how movelist pages are organized

Header

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

The above header, created from {{MoveDataHeader}}, has tooltips for each heading briefly describing what info is in each cell.

Notes

Many common properties are stuffed into the notes field. The following standard wording is used for these properties (see {{MoveDataIcon}} for colored ones):

Homing
Is homing. Can't be sidestepped.
Tailspin
Will cause a screw against an aerial opponent. Implies "Balcony break".
Spike
Will spike an aerial opponent, preventing them from tech rolling. Implies "Floor break".
Floor Break
Can floor break.
Balcony Break
Can wall/balcony break.
Wall Bounce
Will cause a wall bounce against standing opponent if he hits the wall. Implies "Balcony break".
Clean hit {frame advantage}
Can clean hit, will be at frame advantage {frame advantage} if it does.
Example: "Clean hit +24a"
Throw break {input}
Throw can be broken with {input}.
Example: "Throw break 1+2"
Throw break {input} on frame {range}
Throw can be broken with {input} during frames {range}.
Example: "Throw break 1+2 on frame 1~20"
Move can be delayed {frames}f
Active frames can be delayed up to {frames} frames. Implies "Input can be delayed {frames}f".
Example: "Move can be delayed 2f"
Input can be delayed {frames}f
Input can be delayed up to {frames} frames after the last active frame of the previous move in the string (when non-delayable strings can no longer be input).
Example: "Input can be delayed 4f"
Transition to {recovery} with {input}
Pressing {input} during startup will change recovery to {recovery}
Example: "Transition to r21 HMS with 3+4"
Transition input can be delayed {frames}f
Input for stance transition can be delayed up to {frames} frames from the first active frame of the last hit (when non-delayable transitions can no longer be input).
Example: "Transition input can be delayed 8f"
Enter {stance} {frame advantage} with {input} on {block/hit/ch}
Pressing {input} after the move {block/hit/ch} will transition to {stance} with {frame advantage}
Example: "Enter RSS +9 with F on hit"
Enter {stance} {frames on block} {frames on hit} {frames on ch} {total frames} {recovery frames} with {input}
A generalized version of the above. Frame data should be included in the order shown above.
Example: "Enter KNK -9 +2 with b"
Combo from {nth} {hit/CH}
Is guaranteed to hit in neutral if {nth} move in the string {hit/ch}.
Example: "Combo from 2nd hit"
Combo from {nth} {hit/CH} with {frames}f delay
Is guaranteed to hit in neutral if input is delayed up to {frames} frames and the {nth} move in the string {hit/ch}.
Example: "Combo from 3rd CH with 14f delay"
Jail from {nth} attack
Opponent is forced to block if {nth} move in the string is blocked. Implies "Combo from {nth} {hit/ch}".
Example: "Jail from 1st attack"
Jail from {nth} block
Opponent is forced to block if {nth} move in the string is blocked. Does not imply "Combo from {nth} {hit/ch}".
Example: "Jail from 3rd block"
Jail from {nth} {attack/block} with {frames}f delay
Opponent is forced to block if input is delayed up to {frames} and the {nth} move in the string is blocked.
Example: "Jail from 1st attack with 4f delay"