User:DoomBowser/Identifying Move Properties

Below is a guide on defining move properties and how to look for them in a character.

Green properties
Green properties relate to what state a character can use a particular move in, as well as Jump cancelling, for some reason...

AirOk


Basic explanation -- User can use this same move both on the ground and in the air.

How to tell if a move is AirOk -- Most creators that make a readme should be kind enough to state whether a move is AirOk or not, but should they decide to withhold such important information, a move can be tested to see if it's AirOk by trying to use it both on the ground and in the air, and seeing if it activates in both instances. A more accurate way to find an AirOk move is to find the move's state in the hitdef and see if it has a 'U' before the state's number and name in the list of states to the left, or to see if the move has been split up into two states, where the ground version is (usually) called by the moves name and has an 'S' before before the state's number and name in the list of states to the left, while the air version is (usually) called something along the lines of 'Air (move name)' and has an 'A' before the state's number and name in the list of states to the left.

AirOnly


Basic explanation -- User can only use this move in the air.

How to tell if a move is AirOnly  -- Most creators that make a readme should be helpful enough to state whether a move is AirOnly or not, but should they decide to withhold such crucial information, a move can be tested to see if it's AirOnly by trying to use it both on the ground and in the air, and seeing if it only activates while the character is in the air. A more accurate way to find an AirOk move is to find the move's state in the hitdef and see if it has a 'A' before the state's number and name in the list of states to the left.

Jump Cancel


Basic explanation -- User can cancel the move with a jump or Super Jump after it has made contact with the opponent but before it has finished its animation.

How to tell if a move can be Jump Cancelled -- Creators that make a readme should are likely to tell you if a move can be cancelled with a jump or Super Jump, but should they have decided to deny people that critical information, a move can be tested by using it against an opponent and then trying to activate a jump or Super Jump after it has made contact.

Red properties
Red properties mostly concern projectile and throw attributions, guardflags, attack damage and where an attack can hit an opponent.

Projectile


Basic explanation -- Move is attributed as a projectile

How to tell if a move is a Projectile -- The only way a move can ever be a projectile is if the attr parameter in the move's hitdef specifies it as a projectile, otherwise it is not a projectile; a move can only be a projectile if it has one of the following for the attr parameter in its hitdef: S, NP -- standing Normal projectile S, SP -- standing Special projectile S, HP -- standing Hyper projectile A, NP -- aerial Normal projectile A, SP -- aerial Special projectile A, HP -- aerial Hyper projectile C, NP -- crouching Normal projectile C, SP -- crouching Special projectile C, HP -- crouching Hyper projectile Be aware that a move's appearance of a projectile does not make it a projectile, a Hadouken-esque move that's misattributed as a melee attack or a throw is not a projectile, as said move will (for example) hit an opponent that is in a projectile invulnerable state, whereas it would not have if the move had been attributed correctly.

Throw


Basic explanation -- Move is attributed as a throw

How to tell if a move is a Throw -- The only way a move can ever be a throw is if the attr parameter in the move's hitdef specifies it as a throw, otherwise it is not a throw; a move can only be a throw if it has one of the following for the attr parameter in its hitdef: S, NT -- standing Normal throw S, ST -- standing Special throw S, HT -- standing Hyper throw A, NT -- aerial Normal throw A, ST -- aerial Special throw A, HT -- aerial Hyper throw C, NT -- crouching Normal throw C, ST -- crouching Special throw C, HT -- crouching Hyper throw Be aware that a move's appearance of a throw does not make it a throw, a Spinning Piledriver-esque move that's misattributed as a melee attack or a projectile is not a throw, as said move will (for example) hit an opponent that is in a throw invulnerable state, whereas it would not have if the move had been attributed correctly.