Template:Move/doc: Difference between revisions

Template page
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Most common case is jumping and crouching moves where f or b don't affect the move, and for parries where 1+3 and 2+4 both work.
Most common case is jumping and crouching moves where f or b don't affect the move, and for parries where 1+3 and 2+4 both work.


When the alternate input would place the move somewhere else in the movelist, or when it's not clear which is the primary input, such as with Claudio's FC.df+2 and f,F+2, it's usually better to copy it with {{tl|MoveInherit}}, with both entries listing the others as alternates.
When the alternate input would place the move somewhere else in the movelist, or when it's not clear which is the primary input, such as with {{fl|Claudio}}'s FC.df+2 and f,F+2, it's usually better to copy it with {{tl|MoveInherit}}, with both entries listing the others as alternates.


This shows in the movelist notes as "Alternate input [...]".
This shows in the movelist notes as "Alternate input [...]".
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| <code>name</code>
| <code>name</code>
|
|
| The name of the move, if any.
|
The name of the move, if any.
 
This can come from the in-game movelist, but if there is a more commonly used name that may be used instead.
 
For strings, if the in-game movelist has multiple parts of the string named, this should be split as appropriate (see examples).
 
If there is no name, leave this blank. Do not generate one from the whole string's name, such as by calling {{fl|Lidia}}'s f+1+2,3,2 "Political Storm (3)". However, making a name up is acceptable.
|
* In-game movelist calls 1,2,4 "Left Right > Mid Kick", so
** <code>Lee-1,2</code> has <code>name=Left Right</code>
** <code>Lee-1,2,4</code> has <code>name=Mid Kick</code>
* <code>Lee-1,3:3</code> has <code>name=</code> (blank)
* <code>Lee-1,3:3:3</code> has <code><nowiki>name=[[Acid Rain]]</nowiki></code>
|-
|-
| <code>target</code>
| <code>target</code>

Revision as of 03:58, 10 February 2024

This page is for Tekken 8. For Tekken 7, see Template:Move7.

This template is used to show detailed information for a single move and store that information in a Cargo table. It should only be used in movelists.

The first use of this on any page should include {{MoveDataHeader}} before it.

Related templates

  • {{Move}} - show detailed information for a move and store it in a cargo table.
  • {{MoveQuery}} - show detailed information for an already defined move.
  • {{MoveGet}} - get one field of an already defined move.
  • {{MoveInherit}} - create a new move based on an already defined move. Primary usage - inherit properties of a generic move.
  • {{PunisherTable}} - show information for character punishers and store them in a cargo table. Depends on the data defined by {{Move}}.
  • {{PunishmentChart}} - display a chart of punishment damage for a character. Depends on the data defined by {{PunisherTable}}.
  • {{WhiffPunisherTable}} - show information for character whiff punishers. Depends on the data defined by {{Move}}.

Usage

Be sure to be familiar with Movelist to know what appropriate values are.

{{MoveDataHeader}} <!-- Include this at least once on every page using MoveData -->
{{Move
|id=Lee-uf+3
|parent=
|input=uf+3
|target=m
|damage=12
|startup=i25~26
|block=-9
|hit=+2
|crush=js12~
|recv=r27
|tot=53
|range=3.09
|tracksLeft=18
|tracksRight=9
}}
{{Move
|id=Lee-uf+3,1
|parent=Lee-uf+3
|input=,1
|name=Brilliant Rosé
|target=,m
|damage=,18
|startup=,i21~22
|block=-12
|hit=+3
|ch=[[Lee combos#Staples|+26a]]
|recv=r30 FC
|tot=78
|range=4.27
|notes={{Plainlist|
* Floor break
* Combo from 1st hit}}
}}

For frame advantages:

  • Link to the combo page if it leads to a combo (even if the page doesn't exist yet).
  • Always write +0. Do NOT use -0 or 0 without an operator.

Parameters

All parameters are blank by default and can be left blank without issue. However, every move should at least have an id and input.

Parameter Required Description Example
id ✔︎ A unique id for the move. Usually equal to ${fighterName}-${fullInput}.
  • Jin-1,2,3
  • King-df+1
parent The parent of the move, if any. Usually this is previous move in the string. Parent move itself must be defined before its child. Jin-1,2 is a parent of Jin-1,2,3.
input ✔︎ The primary canonical input of the move, not including previous moves in the string. This should not include any aliases or alternates, which are indicated by alias and alt respectively.

Start with a comma if there were previous moves. Start with a : or ~ instead if that's what the notation calls for, but write the colon as &#58; or it'll break things.

  • Jin-1,2,3 has input=,3
  • Jin-b+1+3 has input=b+1+3 and alt=b+2+4
  • Jin-b,n,f+2 has input=b,n,f+2 and alias=b,f+2
  • Jin-b,n,f+2,3 has input=,3 and alias=b,f+2,3
  • Lee-d+4,d+4 has input=,d+4 and alias=D+4,4
alias NOT YET IMPLEMENTED

Any non-canonical ways of notating the move's input. For strings, this is written in full. If there is more than one alias, use a {{Dotlist}}.

Most common case is non-standard stance abbreviations and short forms for motion inputs.

This is used by frame data bots and other search tools to find the move. It also shows in the movelist notes as "Sometimes written [...]".

alt NOT YET IMPLEMENTED

Any alternate inputs that also perform the same move. For strings, this is written in full. If there is more than one alternate input, use a {{Dotlist}}.

Most common case is jumping and crouching moves where f or b don't affect the move, and for parries where 1+3 and 2+4 both work.

When the alternate input would place the move somewhere else in the movelist, or when it's not clear which is the primary input, such as with Claudio's FC.df+2 and f,F+2, it's usually better to copy it with {{MoveInherit}}, with both entries listing the others as alternates.

This shows in the movelist notes as "Alternate input [...]".

name

The name of the move, if any.

This can come from the in-game movelist, but if there is a more commonly used name that may be used instead.

For strings, if the in-game movelist has multiple parts of the string named, this should be split as appropriate (see examples).

If there is no name, leave this blank. Do not generate one from the whole string's name, such as by calling Lidia's f+1+2,3,2 "Political Storm (3)". However, making a name up is acceptable.

  • In-game movelist calls 1,2,4 "Left Right > Mid Kick", so
    • Lee-1,2 has name=Left Right
    • Lee-1,2,4 has name=Mid Kick
  • Lee-1,3:3 has name= (blank)
  • Lee-1,3:3:3 has name=[[Acid Rain]]
target The hit level of the move, not including previous moves in the string. Start with a comma if there were previous moves.
damage The damage of the move, not including previous moves in the string. Start with a comma if there were previous moves.
startup The startup of the move, not including previous moves in the string. Start with a comma if there were previous moves. Leave blank if you don't want to measure it.
block The frame advantage on block.
hit The frame advantage on hit.
ch The frame advantage on counter-hit. Leave blank if the same as on hit.
crush The frames where this move will crush, powercrush, or parry.
recv The number of frames the move takes to recover, starting with an r. Indicate the state after recovery if the move doesn't recover standing.
tot The total number of frames for the whole move. For strings, this count is from the start of the string with no delays.
range The range of the move, as per Movelist#Range.
tracksLeft The tracking score, as per Tracking#Measurement, to the attacker's left (i.e. opponent steps right).
tracksRight The tracking score, as per Tracking#Measurement, to the attacker's right (i.e. opponent steps left).
notes Anything that doesn't fit elsewhere. See also {{MoveDataIcon}}.

If the name, startup, crush, or notes parameters have multiple values, use a {{Plainlist}}. Exception is if the startup is two short values and it would look better with a space instead of a line break.

|startup=i55 i68
|crush={{Plainlist|
* cs25~45
* js45~}}
|notes={{Plainlist|
* Homing
* Tailspin}}

Data entry

The simplest way to enter the data is to copy this and fill in the blanks:

{{Move
|id=
|parent=
|input=
|name=
|target=
|damage=
|startup=
|block=
|hit=
|ch=
|crush=
|recv=
|tot=
|range=
|tracksLeft=
|tracksRight=
|notes=
}}

Example

Name
Alt

Input

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

uf+3

m
12
3.09
18
9
-9
+2
i25~26
js12~
t53 r27
Brilliant Rosé

uf+3,1

m,​m
12,​18
4.27
-12
+3
i25~26
,i21~22
t78 r30 FC
  • Floor break
  • Combo from 1st hit