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There are several numbers used on this wiki to talk about the capabilities of a special/basic move, defined here. All distances are in pixels and all times are in frames; for reference, most characters are about 80 pixels tall, and 30 frames happen in one second.

EffectEdit

DamageEdit

How much damage the move inflicts.

FallEdit

Explained here; roughly, how likely the move is to knock its receiver down.

BdefendEdit

Explained here; how likely the move is to break its receiver's defense.

ManaEdit

How much mana the move costs.

Multi-hitEdit

Whether the move hits all enemies in its range or just one.

RangeEdit

All ranges (forward, backward, upward, downward, inward) are measured from the center of the shadow, or, for moves that take place off the ground, where the shadow would be if the fighter was on the ground. Note that the farther back the move reaches, the higher the backward range gets. Inward range is how far into the screen (along the ground) the move reaches. It is almost always 12, and always the same as outward range.

TimeEdit

StartupEdit

The amount of time before the move starts attacking.

ActiveEdit

The amount of time during which that the move is attacking. Even if the attacking happens in multiple separate phases, as with strafes, the time in between the phases is counted.

RecoveryEdit

The amount of time after the attacking portion of the move is over.

FormulasEdit

For those looking at the .dat files, stats (for an individual frame) are calculated as follows:

Damage injury
Fall fall
Bdefend bdefend
Mana mp
Multi-hit If vrest is present, yes; otherwise no
Forward range x + w - centery
Backward range centerx - x
Upward range centery - y
Downward range y + h - centery

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