Template:FrameTable/doc

Template page

This template is used to show how something works on a frame-per-frame level.

There is no hard rule on what the colors mean. Instead, all uses of this template should have a nearby Template:Legend explicitly indicating what they mean on the page. This allows frame tables to describe very different situations while having a limited palette.

Usage

{{FrameTable|
{{Frame|1|d/f1|blue}}
{{Frame|2|n|orange}}
}}

FrameTable set

If there are a set of FrameTables intended to be read in parallel, wrap them in a <div class="frame-table-set"></div>. This will give them a shared scrollbar if they overflow, keeping them aligned.

Parameters

Parameter Default Description
caption A caption for the table. Can be blank.
1 A sequence of Template:Frames that make up the table itself.

Parameters for Template:Frame

Parameter Default Description
1 The frame number for this column. Use ⋯ for multiple frames with the same input and state.
2 The input performed on this frame. Uses Template:IronFist to represent the input. There should at most be two symbols used here: one for the direction, and one for the attack input. If other frames in the table use both, make sure you use n for any attack with a neutral directional input to keep the direction and attack buttons in the table aligned.
3 blue

The color of the final cell in the column. This represents the state of the player. Available colors are red, orange, yellow, green, teal, blue, and purple.

Be very aware of off-by-1 errors here. This is the state at the start of the frame, which is necessarily unaffected by this frame's own input. For example, the player is standing on the frame where they press D from standing. They are only crouching on the next frame.

Similarly, if a player attacks, the startup counts from the next frame. An i10 move whose input is pressed on frame 1 will have its first active frame on frame 11. For this reason, it's generally clearer to start the table on frame 0.

Example

Standing
Active frame
Startup
Recovery
Crouch
Input buffer
Lee d/f+1
Frame
Input
State
0
d/f1
1
n
n
12
n
13
n
14
n
15
n
n
26
n
27
n
28
n
29
n
39
n
31
d
32
d
33
d
34
d
35
d
d