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Proposal: More categories
← Thread:Template talk:SkillPage/Template Changes/reply (9)
I've been working on making Semantic skill pages that hopefully solve a few of these problems.
As far as things like super-armour and iFrames go, I would just say the skill has them in general with something like a category like Skills that have superarmor and elaborate on where in some place like the notes.
AS FOR GRABS
This game handles lots of stuff weirdly.
Super Hold is I think at a base level "you stopped an enemy from performing an action". This is often overlapped with the generally used term of a hold (which is more often refers to a super hold) or a grab (which is more like Spriggan/BBQ/Smasher that require a hit before animation lock begins).
- There are animation holds, like Fling or Air Steiner where the enemy is travelling with you via forced animation on them.
- There are hitstun holds where the enemy is permanently flinched. Florae Collider and the initial suction of Sesto Elemento are like this.
- There are status holds like the illustrious Junk Spin that just lock something under a negative status effect. The Fear of Death from Dark Side room 4 is like this on players.
Some monsters can get out of hitstun, but can't really get out of a status or animation once inflicted. There are also more bizarre holds like Ouroboros which do something more unique.
Alright, that makes things more clear. Sorry about the late response. I'm terrible at focusing on multiple projects at once. Now that the skill info I wanted to do is mostly done, I can start looking into the template myself too. Would be nice to know how to do.
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