Template:Attack

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Usage

Table infographic used to detail attack features and stats.

Parameters

General

weapon = The name of the weapon in the described attack.
name = The name of the attack, ex: "Side Light", "Neutral Hammer".
image = Main image of attack.
caption = Optional caption underneath image.
image2, image3, caption2, caption3 = If required, extra image and caption slots.
description = Main description of attack. This should describe how the attack plays out, if it has any variability, and include a bullet-point list for any distinct features.

Attack Stats

damage = The total base damage of the attack.
multihit = Optional. If the attack plays out damage in multiple hits, list out how much damage each hit does, ex: "5 + 10 + 5", "2.5 x 6".
fixedforce = The fixed force of the attack.
varforce = The variable force of the attack.
stun = The base stun of the attack.

Frame Data

charge = For signatures, the range of minimum charge to maximum charge time.
startup = The startup frames of the attack.
active_hit = Active frames on hit.
active_miss = Active frames on miss.
fixedrec_hit = Fixed recovery frames on hit.
fixedrec_miss = Fixed recovery frames on miss.
varrec_hit = Base variable recovery frames on hit. Not used for signatures.
varrec_miss = Base variable recovery frames on miss. Not used for signatures.
cooldown_hit = Cooldown frames on hit.
cooldown_miss = Cooldown frames on miss.

There are cases where an attack has an alternate version that results in different frames (such as charged, grounded, active input, etc.) Extra rows for these can be added for all frame data cells (except Charge), with the following format:

<type>_a_title = The name of the different version, such as "Grounded".
<type>_a_hit = The frames on hit for this different version.
<type>_a_miss = The frames on miss for this different version.

<type> is replaced with the section you want: active, fixedrec, varrec, or cooldown. So this would appear as "startup_a_title", "startup_a", or "varrec_a_hit", "varrec_a_miss".

Frame Timelines

timeline_hit = The frame timeline on hit, using Template:Frames to visually show the timeline.
timeline_miss = The frame timeline on miss.

The frame timelines also work with different versions, such as "timeline_a_title", "timeline_a_hit", etc.

Special

hidevarrec = If present, hides the variable recovery section. Should be used with signatures as they do not have variable recovery.
simple = If present, this hides the attack stats, frame data, and frame timeline. This should only be used if those sections haven't been filled out yet.

Examples

Example of a light attack:

{{Attack
| weapon = sword
| name = Neutral Light
| image = Rayman.png
| caption = Pretend this is Sword NLight
| description = (This is an example) The user sends out two quick slashes forward. On hit, the target is instantly KO'd 3 times in a row.
*This attack can be x-pivoted
*Another interesting piece of information
| damage = 100
| multihit = 50 + 50
| fixedforce = 5
| varforce = 10
| stun = 15
| startup = 1
| active_hit = 2
| active_miss = 3
| fixedrec_hit = 4
| fixedrec_miss = 5
| varrec_hit = 6
| varrec_miss = 7
| cooldown_hit = 8
| cooldown_miss = 9
| timeline_hit = {{Frames|startup|1}}{{Frames|active|1}}{{Frames|fixedrec|1}}{{Frames|varrec|1}}{{Frames|cooldown|1}}
| timeline_miss = {{Frames|startup|2}}{{Frames|active|2}}{{Frames|fixedrec|2}}{{Frames|varrec|2}}{{Frames|cooldown|2}}
}}

Result:

Sword Icon.png   Neutral Light

Rayman.png
Pretend this is Sword NLight



(This is an example) The user sends out two quick slashes forward. On hit, the target is instantly KO'd 3 times in a row.
  • This attack can be x-pivoted
  • Another interesting piece of information
Attack Stats:
Base Damage
50 + 50
100 dmg total
Fixed Force
5 impulse
Variable Force
10 impulse
Base Stun
15 frames

Frame Data:
Startup
1
Active
Hit: 2
Miss: 3
Fixed Recovery
Hit: 4
Miss: 5
Variable Recovery
Hit: 6
with Dex
  • 2 dex: 4
  • 3 dex: 4
  • 4 dex: 4
  • 5 dex: 4
  • 6 dex: 4
  • 7 dex: 3
  • 8 dex: 3
  • 9 dex: 3
Miss: 7
with Dex
  • 2 dex: 5
  • 3 dex: 5
  • 4 dex: 5
  • 5 dex: 4
  • 6 dex: 4
  • 7 dex: 4
  • 8 dex: 4
  • 9 dex: 4
Cooldown
Hit: 8
Miss: 9

Frame Timeline:
Hit:
Miss:


Example of a signature with an alternate version (charged):

{{Attack
| weapon = sword
| name = Side Hammer
| image = Sig Cassidy HammerS.png
| caption = Standard
| image2 = Sig Cassidy HammerS Charged.png
| caption2 = Charged
| description = (This is an example) Cassidy swings forward twice with her hammer, spinning around and moving slightly forward with the momentum of the swings. If the attack is charged for long enough, Cassidy will instead perform a longer spin, creating a larger dust tornado.
*'''Transforming Signature:''' This signature changes properties when charged.
*The charged form of this signature moves slowly downward when going off a ledge.
*A third interesting point for this list.
| damage = 100
| fixedforce = 10
| varforce = 10
| stun = 1000
| hidevarrec = true
| charge = 10-70
| startup = 1
| active_hit = 2
| active_miss = 3
| active_a_title = Charged
| active_a_hit = 2a
| active_a_miss = 3a
| fixedrec_hit = 4
| fixedrec_miss = 5
| fixedrec_a_title = Charged
| fixedrec_a_hit = 2a
| fixedrec_a_miss = 3a
| cooldown_hit = 8
| cooldown_miss = 9
| cooldown_a_title = Charged
| cooldown_a_hit = 2a
| cooldown_a_miss = 3a
| timeline_hit = {{Frames|charge|1}}{{Frames|startup|1}}{{Frames|active|1}}{{Frames|fixedrec|1}}{{Frames|cooldown|1}}
| timeline_miss = {{Frames|charge|1}}{{Frames|startup|2}}{{Frames|active|2}}{{Frames|fixedrec|2}}{{Frames|cooldown|2}}
| timeline_a_title = Charged
| timeline_a_hit = {{Frames|charge|1}}{{Frames|startup|3}}{{Frames|active|3}}{{Frames|fixedrec|3}}{{Frames|cooldown|3}}
| timeline_a_miss = {{Frames|charge|1}}{{Frames|startup|4}}{{Frames|active|4}}{{Frames|fixedrec|4}}{{Frames|cooldown|4}}
}}

Result:

Sword Icon.png   Side Hammer

Sig Cassidy HammerS.png
Standard
Sig Cassidy HammerS Charged.png
Charged


(This is an example) Cassidy swings forward twice with her hammer, spinning around and moving slightly forward with the momentum of the swings. If the attack is charged for long enough, Cassidy will instead perform a longer spin, creating a larger dust tornado.
  • Transforming Signature: This signature changes properties when charged.
  • The charged form of this signature moves slowly downward when going off a ledge.
  • A third interesting point for this list.
Attack Stats:
Base Damage
100 dmg
Fixed Force
10 impulse
Variable Force
10 impulse
Base Stun
1000 frames

Frame Data:
Charge
10-70
Startup
1
Active
Hit: 2
Miss: 3
Charged
Hit: 2a
Miss: 3a
Fixed Recovery
Hit: 4
Miss: 5
Charged
Hit: 2a
Miss: 3a
Cooldown
Hit: 8
Miss: 9
Charged
Hit: 2a
Miss: 3a

Frame Timeline:
Hit:
Miss:
Charged:
Hit:
Miss: