Movelist: Difference between revisions

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For breakable throws, this is the frame advantage when the throw is broken.
For breakable throws, this is the frame advantage when the throw is broken.


Can be modified as per the above section.
Can be modified as per [[#Frame_advantage|the above section]].


==== Hit ====
==== Hit ====

Revision as of 23:58, 23 November 2020

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.

Wavu Wiki 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.

Layout for Wavu Wiki movelists

Name
Alt

Input

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

Name

The name of the move. These are mostly from the in-game movelist.

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 input to perform the move, written in notation. This is often used as the move's name.

For strings, the input of the full string is shown, but the input is washed out for previous moves in the string.

Damage

How much damage the move does without any modifiers.

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

Target

The hit level of the move.

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.

For strings, the target of every move in the string is shown, but the target is washed out for previous moves in the string.

Range

The maximum range recorded of the move hitting a Heihachi bot on-axis, using the distance value from the in-game frame data display.

For strings, this is the range of the whole string, including the forward movement between the string.

For moves with motion inputs, this is the range of the move performed with the fastest input and as much 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.

This measurement is not super accurate. Assume an error of about Ā±0.03.

Frame advantage

Any number with a + or - in front it indicates frame advantage from the attacker's perspective.

These may be modified with the following:

a
Opponent will be floated during recovery and will recover grounded ("airborne")
b
Opponent will recover back-turned
c
Opponent will recover crouching
d
Opponent is grounded during recovery and will recover grounded ("downed")
g
Opponent can guard during recovery

If there are multiple numbers, this indicates that there are differing states of the recovery.

If a number is in brackets, this indicates when the opponent can do a tech recovery. This is not strictly speaking the frame advantage, since it doesn't count how long the tech recovery itself takes.

If there is no number in brackets, then the opponent can't do a tech recovery.

Example 1. Kazumi's d/f+1,2 is "-13c" on block. This means:

  • The opponent recovers crouching 13 frames before Kazumi has recovered
  • The opponent can't do a tech recovery

Example 2. Lee's 2,1,3 is "+20a (+11a)" on hit. This means:

  • The opponent is airborne for 20 frames after Lee has recovered
  • The opponent can do a tech recovery 11 frames after Lee has recovered

Example 3. Kazuya's d/f+2 is "+13 +59a" on counter-hit. This means:

  • 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

Block

The frame advantage on block. Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).

For breakable throws, this is the frame advantage when the throw is broken.

Can be modified as per the above section.

Hit

The frame advantage on hit. Blank if the move is not an attack (e.g., a stance transition or a cancel).

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

Can be modified as per the above section.

CH

The frame advantage on counter-hit. Blank if this is the same as on hit.

Can be modified as per the above section.