Template:MovesetTable: Difference between revisions

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{{#switch:{{lc:{{{game|}}}}}|ssbu|ultimate=''Note: All numbers are listed as base damage, without the [[1v1 multiplier]].''}}
{|class="wikitable"
{|class="wikitable"
|-
|-
!colspan="2"| !!Name!!Damage!!Description
{{#if:{{{customcolumns|}}}|!rowspan="2" colspan="2"{{!}} !!rowspan="2"{{!}}Name!!colspan="{{{customcolumnscount|1}}}"{{!}}Damage!!rowspan="2"{{!}}Description
{{MovesetTable/Neutrals
{{!}}-
!{{{customcolumns}}}|!colspan="2"{{!}} !!Name!!Damage!!Description}}
{{#ifeq:{{{neutraldesc}}}|none||{{MovesetTable/Neutrals
|count={{{neutralcount|2}}}
|count={{{neutralcount|2}}}
|inf={{{neutralinf|}}}
|inf={{{neutralinf|}}}
|neutralname={{{neutralname}}}
|neutralname={{{neutralname}}}
|neutraldesc={{{neutraldesc}}}
|neutraldesc={{{neutraldesc}}}
|neutral1name={{{neutral1name|}}}
|neutral1dmg={{{neutral1dmg}}}
|neutral1dmg={{{neutral1dmg}}}
|neutral1desc={{{neutral1desc|}}}
|neutral2name={{{neutral2name|}}}
|neutral2dmg={{{neutral2dmg}}}
|neutral2dmg={{{neutral2dmg}}}
|neutral2desc={{{neutral2desc|}}}
|neutral3name={{{neutral3name|}}}
|neutral3dmg={{{neutral3dmg}}}
|neutral3dmg={{{neutral3dmg}}}
|neutral3desc={{{neutral3desc|}}}
|neutral4dmg={{{neutral4dmg}}}
|neutralinfname={{{neutralinfname|}}}
|neutral5dmg={{{neutral5dmg}}}
|neutral6dmg={{{neutral6dmg}}}
|neutral7dmg={{{neutral7dmg}}}
|neutral8dmg={{{neutral8dmg}}}
|neutral9dmg={{{neutral9dmg}}}
|neutral10dmg={{{neutral10dmg}}}
|neutralinfdmg={{{neutralinfdmg}}}
|neutralinfdmg={{{neutralinfdmg}}}
|neutralinfdesc={{{neutralinfdesc|}}}
}}}}
}}
{{MovesetTable/Tilts
{{MovesetTable/Tilts
|angles={{{ftiltangles|1}}}
|angles={{{ftiltangles|1}}}
|count={{{ftiltcount|1}}}
|ftiltcount={{{ftiltcount|1}}}
|ftiltname={{{ftiltname}}}
|ftiltname={{{ftiltname}}}
|ftiltdmg={{{ftiltdmg}}}
|ftiltdmg={{{ftiltdmg}}}
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|ftilt3dmg={{{ftilt3dmg}}}
|ftilt3dmg={{{ftilt3dmg}}}
|ftiltdesc={{{ftiltdesc}}}
|ftiltdesc={{{ftiltdesc}}}
|btiltname={{{btiltname}}}
|btiltdmg={{{btiltdmg}}}
|btiltdesc={{{btiltdesc|}}}
|utiltcount={{{utiltcount|1}}}
|utiltname={{{utiltname}}}
|utiltname={{{utiltname}}}
|utiltdmg={{{utiltdmg}}}
|utiltdmg={{{utiltdmg}}}
|utilt2dmg={{{utilt2dmg}}}
|utiltdesc={{{utiltdesc}}}
|utiltdesc={{{utiltdesc}}}
|dtiltcount={{{dtiltcount|1}}}
|dtiltname={{{dtiltname}}}
|dtiltname={{{dtiltname}}}
|dtiltdmg={{{dtiltdmg}}}
|dtiltdmg={{{dtiltdmg}}}
|dtilt2dmg={{{dtilt2dmg}}}
|dtiltdesc={{{dtiltdesc}}}
|dtiltdesc={{{dtiltdesc}}}
|diagonals={{{diagonaltilts|n}}}
|uftiltcount={{{uftiltcount|1}}}
|uftiltname={{{uftiltname}}}
|uftiltdmg={{{uftiltdmg}}}
|uftilt2dmg={{{uftilt2dmg}}}
|uftilt3dmg={{{uftilt3dmg}}}
|uftilt4dmg={{{uftilt4dmg}}}
|uftiltdesc={{{uftiltdesc}}}
|dftiltcount={{{dftiltcount|1}}}
|dftiltname={{{dftiltname}}}
|dftiltdmg={{{dftiltdmg}}}
|dftilt2dmg={{{dftilt2dmg}}}
|dftiltdesc={{{dftiltdesc}}}
|dbtiltname={{{dbtiltname}}}
|dbtiltdmg={{{dbtiltdmg}}}
|dbtiltdesc={{{dbtiltdesc}}}
|ubtiltname={{{ubtiltname}}}
|ubtiltdmg={{{ubtiltdmg}}}
|ubtiltdesc={{{ubtiltdesc}}}
|crouchattacks={{{crouchattacks|n}}}
|crouchattackname={{{crouchattackname}}}
|crouchattackdmg={{{crouchattackdmg}}}
|crouchattackdesc={{{crouchattackdesc}}}
|fcrouchattackname={{{fcrouchattackname}}}
|fcrouchattackdmg={{{fcrouchattackdmg}}}
|fcrouchattackdesc={{{fcrouchattackdesc}}}
|bcrouchattackname={{{bcrouchattackname}}}
|bcrouchattackdmg={{{bcrouchattackdmg}}}
|bcrouchattackdesc={{{bcrouchattackdesc}}}
|uncrouchingattackname={{{uncrouchingattackname}}}
|uncrouchingattackdmg={{{uncrouchingattackdmg}}}
|uncrouchingattackdesc={{{uncrouchingattackdesc}}}
|dashname={{{dashname}}}
|dashname={{{dashname}}}
|dashdmg={{{dashdmg}}}
|dashdmg={{{dashdmg}}}
|dashdesc={{{dashdesc}}}
|dashdesc={{{dashdesc}}}
|ddashname={{{ddashname}}}
|ddashdmg={{{ddashdmg}}}
|ddashdesc={{{ddashdesc|}}}
}}
}}
{{MovesetTable/Smashes
{{MovesetTable/Smashes
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}}
}}
{{MovesetTable/Aerials
{{MovesetTable/Aerials
|naircount={{{naircount|1}}}
|nairname={{{nairname}}}
|nairname={{{nairname}}}
|nairdmg={{{nairdmg}}}
|nairdmg={{{nairdmg}}}
|nair2dmg={{{nair2dmg}}}
|nair3dmg={{{nair3dmg}}}
|nairdesc={{{nairdesc}}}
|nairdesc={{{nairdesc}}}
|faircount={{{faircount|1}}}
|fairname={{{fairname}}}
|fairname={{{fairname}}}
|fairdmg={{{fairdmg}}}
|fairdmg={{{fairdmg}}}
|fair2dmg={{{fair2dmg}}}
|fair3dmg={{{fair3dmg}}}
|fairdesc={{{fairdesc}}}
|fairdesc={{{fairdesc}}}
|bairname={{{bairname}}}
|bairname={{{bairname}}}
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|dairdmg={{{dairdmg}}}
|dairdmg={{{dairdmg}}}
|dairdesc={{{dairdesc}}}
|dairdesc={{{dairdesc}}}
|zairname={{{zairname|}}}
|zairname={{{zairname}}}
|zairdmg={{{zairdmg}}}
|zairdmg={{{zairdmg}}}
|zairdesc={{{zairdesc}}}
|zairdesc={{{zairdesc|}}}
|glidename={{{glidename|}}}
|glidename={{{glidename}}}
|glidedmg={{{glidedmg}}}
|glidedmg={{{glidedmg}}}
|glidedesc={{{glidedesc}}}
|glidedesc={{{glidedesc|}}}
}}
}}
{{#ifeq:{{{grabdesc}}}|none||
{{MovesetTable/Throws
{{MovesetTable/Throws
|game={{{game|}}}
|game={{{game|}}}
|grabname={{{grabname}}}
|grabname={{{grabname}}}
|grabdmg={{{grabdmg|—}}}
|grabdesc={{{grabdesc}}}
|grabdesc={{{grabdesc}}}
|pummelname={{{pummelname}}}
|pummelname={{{pummelname}}}
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|dthrowdmg={{{dthrowdmg}}}
|dthrowdmg={{{dthrowdmg}}}
|dthrowdesc={{{dthrowdesc}}}
|dthrowdesc={{{dthrowdesc}}}
}}
|cthrowname={{{cthrowname}}}
|cthrowdmg={{{cthrowdmg}}}
|cthrowdesc={{{cthrowdesc|}}}
}}}}
{{MovesetTable/Recoveries
{{MovesetTable/Recoveries
|game={{{game|}}}
|game={{{game|}}}
|dodgedesc={{{dodgedesc|}}}
|dodgeattackname={{{dodgeattackname}}}
|dodgeattackdmg={{{dodgeattackdmg}}}
|dodgeattackdesc={{{dodgeattackdesc|}}}
|techdesc={{{techdesc|}}}
|floorbname={{{floorbname}}}
|floorbname={{{floorbname}}}
|floorbdmg={{{floorbdmg}}}
|floorbdmg={{{floorbdmg}}}
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|edgedmg={{{edgedmg}}}
|edgedmg={{{edgedmg}}}
|edgedesc={{{edgedesc}}}
|edgedesc={{{edgedesc}}}
|footstooledattackname={{{footstooledattackname}}}
|footstooledattackdmg={{{footstooledattackdmg}}}
|footstooledattackdesc={{{footstooledattackdesc|}}}
}}
}}
{{MovesetTable/Specials
{{MovesetTable/Specials
|game={{{game|}}}
|game={{#ifeq:{{{nocustoms|}}}|y|{{{game|}}}nc|{{{game|}}}}}
|nsname={{{nsname}}}
|nsname={{{nsname}}}
|nspage={{{nspage|}}}
|nspage={{{nspage|}}}
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|dsc2dmg={{{dsc2dmg}}}
|dsc2dmg={{{dsc2dmg}}}
|dsc2desc={{{dsc2desc}}}
|dsc2desc={{{dsc2desc}}}
|ciname={{{ciname}}}
|cidmg={{{cidmg}}}
|cidesc={{{cidesc|}}}
|ci1name={{{ci1name}}}
|ci1dmg={{{ci1dmg}}}
|ci1desc={{{ci1desc|}}}
|ci2name={{{ci2name}}}
|ci2dmg={{{ci2dmg}}}
|ci2desc={{{ci2desc|}}}
|ci3name={{{ci3name}}}
|ci3dmg={{{ci3dmg}}}
|ci3desc={{{ci3desc|}}}
|fsname={{{fsname}}}
|fsname={{{fsname}}}
|fspage={{{fspage|}}}
|fspage={{{fspage|}}}
|fsdmg={{{fsdmg}}}
|fsdmg={{{fsdmg}}}
|fsdesc={{{fsdesc}}}
|fsdesc={{{fsdesc}}}
|tauntname={{{tauntname}}}
|tauntdmg={{{tauntdmg}}}
|tauntdesc={{{tauntdesc|}}}
|utauntname={{{utauntname}}}
|utauntdmg={{{utauntdmg}}}
|utauntdesc={{{utauntdesc|}}}
|stauntname={{{stauntname}}}
|stauntdmg={{{stauntdmg}}}
|stauntdesc={{{stauntdesc|}}}
|dtauntname={{{dtauntname}}}
|dtauntdmg={{{dtauntdmg}}}
|dtauntdesc={{{dtauntdesc|}}}
}}
}}
|}<noinclude>
|}<noinclude>
==Usage==
==Usage==
Basically, fill in the following fields:
Basically, fill in the following fields:


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ftiltangles = number of angles for forward tilt, default 1 - don't use this if they all deal the same damage
ftiltangles = number of angles for forward tilt, default 1 - don't use this if they all deal the same damage
ftiltcount = number of forward tilt parts, default 1
ftiltcount = number of forward tilt parts, default 1
dtiltcount = number of down tilt parts, default 1
fsmashangles = number of angles for forward smash, default 1 - don't use this if they all deal the same damage
fsmashangles = number of angles for forward smash, default 1 - don't use this if they all deal the same damage
fsmashcount = number of forward smash parts, default 1
fsmashcount = number of forward smash parts, default 1
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===Notes===
===Notes===
*Neutral combos and f-tilt combos have a max count of 3; f-smashes a max count of 2.
*Neutral attacks have a max count of 10; up-forward tilts have a max count of 4; f-tilts, n-airs, and f-airs have a max count of 3; u-tilts, d-tilts, f-smashes, and down-forward tilts have a max count of 2. This is number of ''separate parts'', not ''distinct hits''; if you only press the button once and one animation with all the hits comes out, the count is 1.
*F-tilts and f-smashes can have 1, 3, or 5 angles. Anything else will report an error.
*F-tilts and f-smashes can have 1, 3, or 5 angles. Anything else will report an error.
*The rows for "grab aerial" and "glide attack" are hidden unless they are given a name via <code>zairname</code> and <code>glidename</code>.
*Set <code>diagonaltilts=y</code> or <code>crouchattacks=y</code> for characters that have them. Currently, it's assumed that having one means you have them all.
*The following rows are hidden unless they are given a description:
**<code>btiltdesc</code> - back tilt
**<code>ddashdesc</code> - double dash attack
**<code>zairdesc</code> - grab aerial
**<code>glidedesc</code> - glide attack
**<code>footstooledattackdesc</code> - footstooled attack
**<code>dodgeattackdesc</code> - dodge attack
**<code>cthrowdesc</code> - command input throw
**<code>cidesc</code> - command input
**<code>ci#desc</code> - command input # (max 3)
**<code>tauntdesc</code> - taunt (also utaunt, staunt, and dtaunt)
**Any other row can be hidden if its description is set to <code>none</code>. Intended only for cases where a character literally has no response to that input, not cases where one move is kind of part of another like Mega Man's f-tilt.
***If the grab row is hidden, so are the pummel and throw rows.
*For special moves whose name doesn't redirect to their page name (such as [[Bomb]]), set <code>xspage</code> (where the "x" matches the move's direction) to the target page.
*For special moves whose name doesn't redirect to their page name (such as [[Bomb]]), set <code>xspage</code> (where the "x" matches the move's direction) to the target page.
*For SSB4's DLC characters, add <code>nocustoms=y</code>. This will set the game to "ssb4nc" in the specials subtable and thus disable customs display.
*For characters like Olimar that have several different variants for many moves (not like Marth where it's very simple), use <code>customcolumns</code> and <code>customcolumnscount</code>, and put stuff like <code><nowiki>3% {{!!}} 7%</nowiki></code> in every damage box. For example, Olimar (SSBB) would be something like:
**<code>customcolumns = Olimar!!Red!!Yellow!!Blue!!White!!Purple</code>
**<code>customcolumnscount = 6</code>
**<code><nowiki>|fairdmg=&amp;mdash;{{!!}}15%{{!!}}12%{{!!}}13%{{!!}}5%{{!!}}14%</nowiki></code>


[[Category:Moveset tables]]</noinclude>
[[Category:Moveset tables]]</noinclude>

Latest revision as of 18:10, May 19, 2024

  Name Damage Description
Neutral attack {{{neutralname}}} {{{neutral1dmg}}} {{{neutraldesc}}}
{{{neutral2dmg}}}
Forward tilt {{{ftiltname}}} {{{ftiltdmg}}} {{{ftiltdesc}}}
Up tilt {{{utiltname}}} {{{utiltdmg}}} {{{utiltdesc}}}
Down tilt {{{dtiltname}}} {{{dtiltdmg}}} {{{dtiltdesc}}}
Dash attack {{{dashname}}} {{{dashdmg}}} {{{dashdesc}}}
Forward smash {{{fsmashname}}} {{{fsmashdmg}}} {{{fsmashdesc}}}
Up smash {{{usmashname}}} {{{usmashdmg}}} {{{usmashdesc}}}
Down smash {{{dsmashname}}} {{{dsmashdmg}}} {{{dsmashdesc}}}
Neutral aerial {{{nairname}}} {{{nairdmg}}} {{{nairdesc}}}
Forward aerial {{{fairname}}} {{{fairdmg}}} {{{fairdesc}}}
Back aerial {{{bairname}}} {{{bairdmg}}} {{{bairdesc}}}
Up aerial {{{uairname}}} {{{uairdmg}}} {{{uairdesc}}}
Down aerial {{{dairname}}} {{{dairdmg}}} {{{dairdesc}}}
Grab {{{grabname}}} {{{grabdesc}}}
Pummel {{{pummelname}}} {{{pummeldmg}}} {{{pummeldesc}}}
Forward throw {{{fthrowname}}} {{{fthrowdmg}}} {{{fthrowdesc}}}
Back throw {{{bthrowname}}} {{{bthrowdmg}}} {{{bthrowdesc}}}
Up throw {{{uthrowname}}} {{{uthrowdmg}}} {{{uthrowdesc}}}
Down throw {{{dthrowname}}} {{{dthrowdmg}}} {{{dthrowdesc}}}
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
{{{floorfname}}} {{{floorfdmg}}} {{{floorfdesc}}}
Floor attack (back)
Floor getups (back)
{{{floorbname}}} {{{floorbdmg}}} {{{floorbdesc}}}
Floor attack (trip)
Floor getups (trip)
{{{floortname}}} {{{floortdmg}}} {{{floortdesc}}}
Edge attack (fast)
Edge getups (fast)
{{{edgefname}}} {{{edgefdmg}}} {{{edgefdesc}}}
Edge attack (slow)
Edge getups (slow)
{{{edgesname}}} {{{edgesdmg}}} {{{edgesdesc}}}
Neutral special [[{{{nsname}}}]] {{{nsdmg}}} {{{nsdesc}}}
Side special [[{{{ssname}}}]] {{{ssdmg}}} {{{ssdesc}}}
Up special [[{{{usname}}}]] {{{usdmg}}} {{{usdesc}}}
Down special [[{{{dsname}}}]] {{{dsdmg}}} {{{dsdesc}}}
Final Smash [[{{{fsname}}}]] {{{fsdmg}}} {{{fsdesc}}}

Usage

Basically, fill in the following fields:

game = game in question; this will for example hide pummels and vertical throws when given "ssb", "ssb64", or "64"
neutralcount = number of neutral attack parts not counting the infinite (e.g. Mario is 3, Yoshi is 2, Pikachu is 1, Meta Knight is 0), default 2
neutralinf = "y" if character has neutral infinite, blank otherwise
ftiltangles = number of angles for forward tilt, default 1 - don't use this if they all deal the same damage
ftiltcount = number of forward tilt parts, default 1
dtiltcount = number of down tilt parts, default 1
fsmashangles = number of angles for forward smash, default 1 - don't use this if they all deal the same damage
fsmashcount = number of forward smash parts, default 1

Then, preview the table and add the parameters displayed.

Notes

  • Neutral attacks have a max count of 10; up-forward tilts have a max count of 4; f-tilts, n-airs, and f-airs have a max count of 3; u-tilts, d-tilts, f-smashes, and down-forward tilts have a max count of 2. This is number of separate parts, not distinct hits; if you only press the button once and one animation with all the hits comes out, the count is 1.
  • F-tilts and f-smashes can have 1, 3, or 5 angles. Anything else will report an error.
  • Set diagonaltilts=y or crouchattacks=y for characters that have them. Currently, it's assumed that having one means you have them all.
  • The following rows are hidden unless they are given a description:
    • btiltdesc - back tilt
    • ddashdesc - double dash attack
    • zairdesc - grab aerial
    • glidedesc - glide attack
    • footstooledattackdesc - footstooled attack
    • dodgeattackdesc - dodge attack
    • cthrowdesc - command input throw
    • cidesc - command input
    • ci#desc - command input # (max 3)
    • tauntdesc - taunt (also utaunt, staunt, and dtaunt)
    • Any other row can be hidden if its description is set to none. Intended only for cases where a character literally has no response to that input, not cases where one move is kind of part of another like Mega Man's f-tilt.
      • If the grab row is hidden, so are the pummel and throw rows.
  • For special moves whose name doesn't redirect to their page name (such as Bomb), set xspage (where the "x" matches the move's direction) to the target page.
  • For SSB4's DLC characters, add nocustoms=y. This will set the game to "ssb4nc" in the specials subtable and thus disable customs display.
  • For characters like Olimar that have several different variants for many moves (not like Marth where it's very simple), use customcolumns and customcolumnscount, and put stuff like 3% {{!!}} 7% in every damage box. For example, Olimar (SSBB) would be something like:
    • customcolumns = Olimar!!Red!!Yellow!!Blue!!White!!Purple
    • customcolumnscount = 6
    • |fairdmg=&mdash;{{!!}}15%{{!!}}12%{{!!}}13%{{!!}}5%{{!!}}14%