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.
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
Input
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 as well.
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 ZEN stance. Stance abbreviations are listed in 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 range of the move measured against a Heihachi bot, 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.
This value is measured manually not perfectly accurate. Assume an error of about ±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 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 the number is in brackets, this indicates when the opponent can do a tech recovery, not including the frames of the tech recovery itself.
If there is no number in brackets, then the opponent can't do a tech recovery.
Example 1. Kazuya's d/f+2 is "+13 +59a" on counter-hit. This means:
- The opponent is grounded for the first 13 frames - The opponent is airborne for the next 46 frames - The opponent can't tech roll
Example 2.
Block
The frame advantage on block. Blank if the move is unblockable, an unbreakable throw, 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.
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.