I made this for my Brad thread, but I think it’s usable for all of the character threads for anyone who wants to describe moves.
Move Property Explanation
Spoiler
Move Command: how to perform the move
Attack Level: where it hits the opponent. The properties are Low, Mid, High, EX-Low, EX-Mid, EX-High.
[spoiler=“Levels”]
[LIST]
[]Low beats high blocks
[]Mid beats low blocks
[]High can be blocked while standing, and will not hit crouching opponents
[]EX-Low can be blocked while standing. :d:P is EX-Low
[]EX-Mid can be blocked low. Forces opponent to stand on hit if they’re crouching.
[]EX-High can hit crouch attacks.
[/LIST]
Move Type: the type of attack (e.g. punch, knee). This is important!
Move Types
Spoiler
From http://virtuafighter.com/wiki/vf5/system_part_2
[LIST]
[]Punch
[]Elbow
[]Kick
[]Knee
[]Somersault
[]Double Punch
[]Double Kick
[]Shoulder
[]Head
[]Back
[]Circular Kick
[/LIST]
[LIST]
[]Throw: Any P+G attack. Throws beat evades, but lose to any strikes, no matter how slow it is.
[/LIST]
[LIST]
[]Inashi: A parry. Grants large frame advantage if successful, but no other action is performed. However, this will let the user perform any follow-up move they wish.
[/LIST]
[LIST]
[]Sabaki: a type of parry that’s followed by an attack. The attack will always execute, even if the parry fails.
[/LIST]
[LIST]
[*]Reversal: a type of parry that will only follow up with an attack if successful.
[/LIST]
Path: the attack motion. Can be linear (Line), half-circular (HalfC), or full(FullC). HalfC attacks must be evaded in a specific direction, while FullC attacks can’t be evaded.
Damage: The base damage the move deals. “Base” means the damage that is dealt on a normal hit. Note: if two attacks trade hits, the move with higher base damage wins.
Startup: how many frames must pass before the attack hits the opponent. During this time, the move can be interrupted if the opponent anticipated it. The lower the number, the faster the move is.
Adv: The # of frames you get when you hit the opponent. If the move knocks down, the number is replaced with KD (knock down) or FL (float). A negative number means your opponent moves before you do on hit. Most low attacks give negative advantage on hit.
Disadv: The # of recovery frames that must pass before you can move again. A positive number means you can move before your opponent, even on block.
Position Change: Your feet change position upon execution of the move. Values are Yes, No,and On Block Only.
[/details]
EDIT: Updated with more information.