Movelist: Difference between revisions

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A '''movelist''' (often referred to as '''frame data''') contains a list of moves a character can do alongside 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 – 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}}
 
For moves which don't have an in-game name:
 
* 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.


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


The input to perform the move, written in [[Notation]]. This is often used as the move's name as well.
== Notes ==


For strings, the input of the full string is shown, but the input is washed out for previous moves in the string.
Many common properties are stuffed into the notes field. The following standard wording is used for these properties (see {{tl|MoveDataIcon}} for colored ones):


=== Damage ===
; {{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".


How much [[Damage|damage]] the move does without any modifiers.
; 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"


For strings, the damage of every move in the string is shown, but the damage is washed out for previous moves in the string.
{{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 – 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"