Template:MovesetTable/Tilts: Difference between revisions

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(+back tilt, +double dash attack)
(+ u-tilt 2)
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{{!}}{{{btiltname}}}{{!!}}{{{btiltdmg}}}{{!!}}{{{btiltdesc}}}
{{!}}{{{btiltname}}}{{!!}}{{{btiltdmg}}}{{!!}}{{{btiltdesc}}}
{{!}}-}}
{{!}}-}}
!colspan="2"|<includeonly>[[/Up tilt|Up tilt]]</includeonly><noinclude>/Up tilt</noinclude>
!rowspan="{{{utiltcount|1}}}" colspan="2"|<includeonly>[[/Up tilt|Up tilt]]</includeonly><noinclude>/Up tilt</noinclude>
|{{{utiltname}}}||{{{utiltdmg}}}||{{{utiltdesc}}}
|rowspan="{{{utiltcount|1}}}"|{{{utiltname}}}||{{{utiltdmg}}}||rowspan="{{{utiltcount|1}}}"|{{{utiltdesc}}}
|-
{{#ifexpr:{{{utiltcount|1}}}>=2|
{{!}}{{{utilt2dmg}}}}}
|-
|-
!rowspan="{{{dtiltcount|1}}}" colspan="2"|<includeonly>[[/Down tilt|Down tilt]]</includeonly><noinclude>/Down tilt</noinclude>
!rowspan="{{{dtiltcount|1}}}" colspan="2"|<includeonly>[[/Down tilt|Down tilt]]</includeonly><noinclude>/Down tilt</noinclude>
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Don't use this on its own. Use {{t|MovesetTable}}.
Don't use this on its own. Use {{t|MovesetTable}}.


Note for reference: Assumes that only the first part of an f-tilt can be angled. Also that f-tilts can only have a max of 3 parts, and d-tilts 2.
Note for reference: Assumes that only the first part of an f-tilt can be angled. Also that f-tilts can only have a max of 3 parts, and u-tilts and d-tilts 2.


Dash attack thrown in because where else can it go, really.
Dash attack thrown in because where else can it go, really.

Revision as of 10:22, July 3, 2021

/Forward tilt {{{ftiltname}}} {{{ftiltdmg}}} {{{ftiltdesc}}}
/Up tilt {{{utiltname}}} {{{utiltdmg}}} {{{utiltdesc}}}
/Down tilt {{{dtiltname}}} {{{dtiltdmg}}} {{{dtiltdesc}}}
/Dash attack {{{dashname}}} {{{dashdmg}}} {{{dashdesc}}}

Usage

Don't use this on its own. Use {{MovesetTable}}.

Note for reference: Assumes that only the first part of an f-tilt can be angled. Also that f-tilts can only have a max of 3 parts, and u-tilts and d-tilts 2.

Dash attack thrown in because where else can it go, really.

A lot of the Kazuya mess is contained in here. It assumes that if a character has one diagonal tilt or crouch attack, they have them all, so the one parameter that controls their visibility is "diagonals" and "crouchattacks" equalling "y".