Template:MovesetTable: Difference between revisions

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(to match)
(this should work)
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|nsdmg={{{nsdmg}}}
|nsdmg={{{nsdmg}}}
|nsdesc={{{nsdesc}}}
|nsdesc={{{nsdesc}}}
|nsdefname={{{nsdefname}}}
|nsdefdemg={{{nsdefdmg}}}
|nsdefdesc={{{nsdefdesc}}}
|nsc1name={{{nsc1name}}}
|nsc1demg={{{nsc1dmg}}}
|nsc1desc={{{nsc1desc}}}
|nsc2name={{{nsc2name}}}
|nsc2demg={{{nsc2dmg}}}
|nsc2desc={{{nsc2desc}}}
|ssname={{{ssname}}}
|ssname={{{ssname}}}
|sspage={{{sspage|}}}
|sspage={{{sspage|}}}
|ssdmg={{{ssdmg}}}
|ssdmg={{{ssdmg}}}
|ssdesc={{{ssdesc}}}
|ssdesc={{{ssdesc}}}
|ssdefname={{{ssdefname}}}
|ssdefdemg={{{ssdefdmg}}}
|ssdefdesc={{{ssdefdesc}}}
|ssc1name={{{ssc1name}}}
|ssc1demg={{{ssc1dmg}}}
|ssc1desc={{{ssc1desc}}}
|ssc2name={{{ssc2name}}}
|ssc2demg={{{ssc2dmg}}}
|ssc2desc={{{ssc2desc}}}
|usname={{{usname}}}
|usname={{{usname}}}
|uspage={{{uspage|}}}
|uspage={{{uspage|}}}
|usdmg={{{usdmg}}}
|usdmg={{{usdmg}}}
|usdesc={{{usdesc}}}
|usdesc={{{usdesc}}}
|usdefname={{{usdefname}}}
|usdefdemg={{{usdefdmg}}}
|usdefdesc={{{usdefdesc}}}
|usc1name={{{usc1name}}}
|usc1demg={{{usc1dmg}}}
|usc1desc={{{usc1desc}}}
|usc2name={{{usc2name}}}
|usc2demg={{{usc2dmg}}}
|usc2desc={{{usc2desc}}}
|dsname={{{dsname}}}
|dsname={{{dsname}}}
|dspage={{{dspage|}}}
|dspage={{{dspage|}}}
|dsdmg={{{dsdmg}}}
|dsdmg={{{dsdmg}}}
|dsdesc={{{dsdesc}}}
|dsdesc={{{dsdesc}}}
|dsdefname={{{dsdefname}}}
|dsdefdemg={{{dsdefdmg}}}
|dsdefdesc={{{dsdefdesc}}}
|dsc1name={{{dsc1name}}}
|dsc1demg={{{dsc1dmg}}}
|dsc1desc={{{dsc1desc}}}
|dsc2name={{{dsc2name}}}
|dsc2demg={{{dsc2dmg}}}
|dsc2desc={{{dsc2desc}}}
|fsname={{{fsname}}}
|fsname={{{fsname}}}
|fspage={{{fspage|}}}
|fspage={{{fspage|}}}
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<pre>
<pre>
game = game in question; this will for example hide pummels and vertical throws when given "ssb", "ssb64", or "64"
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, Ganondorf is 1, Meta Knight is 0), default 2
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
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
ftiltangles = number of angles for forward tilt, default 1 - don't use this if they all deal the same damage

Revision as of 13:21, September 24, 2014

  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 aerial {{{zairdmg}}} {{{zairdesc}}}
Glide attack {{{glidedmg}}} {{{glidedesc}}}
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}}}
Floor attack (front) {{{floorfname}}} {{{floorfdmg}}} {{{floorfdesc}}}
Floor attack (back) {{{floorbname}}} {{{floorbdmg}}} {{{floorbdesc}}}
Floor attack (trip) {{{floortname}}} {{{floortdmg}}} {{{floortdesc}}}
Edge attack (fast) {{{edgefname}}} {{{edgefdmg}}} {{{edgefdesc}}}
Edge attack (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
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 combos and f-tilt combos have a max count of 3; f-smashes a max count of 2.
  • 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 zairname and glidename.
  • 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.