Template:Splatana data S3

{{MainMobilityAndMatchmakingRange
 * mobility class = {{{mobility class|}}}
 * matchmaking range = {{{matchmaking range|}}}
 * name = {{#if: {{{name|}}}|{{{name}}}|{{PAGENAME}}}}

{{{{#ifeq: {{{IsShotEnable|False}}} | False | |
 * The {{{PAGENAME}}} does not fire projectiles.

}}{{{{#ifeq: {{{IsEnableStep|True}}} | True |
 * The {{{PAGENAME}}} can perform a dash if the user performs a charge slash while moving forward on the ground.
 * The {{{PAGENAME}}} cannot perform a dash.
 * The {{{PAGENAME}}} cannot perform a dash.

}}{{#if: {{{InkConsume|}}} |
 * The ink consumption of {{#expr: {{{InkConsume}}} * 100 }} per slash allows the user to slash {{#expr: 1 / ({{{InkConsume}}} * 100) round 0 }} times per ink tank.

}}{{#if: {{{InkConsumeFullCharge|}}} |
 * The ink consumption of {{#expr: {{{InkConsumeFullCharge}}} * 100 }} per slash allows the user to swing {{#expr: 1 / ({{{InkConsumeFullCharge}}} * 100) round 0 }} per ink tank.

}}{{#if: {{{InkRecoverStop|}}} |
 * After slashing, there is a {{{InkRecoverStop}}} frame cooldown before the ink tank starts refilling.

}}{{#if: {{{InkRecoverStop_ChargeSwing|}}} |
 * After slashing, there is a {{{InkRecoverStop_ChargeSwing}}} frame cooldown before the ink tank starts refilling.

}}{{#if: {{{ChargeMoveVelLimit|}}} |
 * While charging or slashing, the user's speed is set to {{{ChargeMoveVelLimit}}} units per frame.

}}{{#if: {{{WeakSwingMoveVelLimit|}}} |
 * While slashing, the user's speed is set to {{{WeakSwingMoveVelLimit}}} units per frame.

}}{{#if: {{{HitDamage|}}} | {{#ifeq: {{{IsShotEnable|False}}} | True | }}
 * The projectile of the slash deals {{#expr: {{{HitDamage}}} / 10 }} damage, and the blade itself deals {{#expr: {{{DamageValue}}} / 10 }} damage, for a combined total of {{#expr: ({{{HitDamage}}} + {{{DamageValue}}}) / 10 }} damage.
 * The blade deals {{#expr: {{{DamageValue}}} / 10 }} damage per slash.
 * The blade deals {{#expr: {{{DamageValue}}} / 10 }} damage per slash.

}}{{#ifeq: {{{IsShotEnable|False}}} | True |
 * The projectile hitbox consists of multiple smaller hitboxes that become larger the closer they are to the center of the projectile. The center hitbox has a radius of {{{M_InitRadiusForPlayer}}} units, and the edge hitboxes have a radius of {{{0_InitRadiusForPlayer}}} units. The hitboxes span a length of {{expr: abs({{{0_X}}} - {{{L_X}}}) }} units.

}}{{#ifeq: {{{IsShotEnable|False|}}} | True |
 * The projectile travels at {{{SpawnSpeed}}} units per frame for {{{BurstFrame}}} frames, for a total distance of {{#expr: {{{SpawnSpeed}}} * {{{BurstFrame}}} }} units.

}}{{#ifeq: {{{HasCylinderShape|False}}} | False |
 * The blade hitbox extends about {{#expr: {{{BoxCenter Z}}} + {{{BoxHalfExtents Z}}} }} units in front of the user, and {{{BoxHalfExtents X}}} units to either side of the user.
 * The blade hitbox extends about {{#expr: {{{CylinderCenterA Z}}} + {{{CylinderRadius|0.8}}} }} in front of the user, and {{{CylinderCenterB}}} units to either side of the user.
 * The blade hitbox extends about {{#expr: {{{CylinderCenterA Z}}} + {{{CylinderRadius|0.8}}} }} in front of the user, and {{{CylinderCenterB}}} units to either side of the user.

}}{{#if: {{{ChargeFrameFullCharge|}}} | {{#if: {{{AirChargeRateByInkEmpty|}}} | }}
 * It takes {{{ChargeFrameFullCharge}}} frames to fully charge the weapon.
 * If the user is out of ink, then it takes {{#expr: {{{AirChargeRateByInkEmpty}}} * {{{ChargeFrameFullCharge}}} }} frames to fully charge the weapon.

}}{{#if: {{{WeakSwingFrame|}}} |
 * The time between continuous slashes is {{{WeakSwingFrame}}} frames.

}}{{#if: {{{ChargeSwingFrame|}}} |
 * The swing animation lasts for {{{ChargeSwingFrame}}} frames.

}}{{#ifeq: {{{WeakSwingPostDelayFrame|}}} | {{{WeakSwingFrame|}}} | |
 * The user can submerge in ink {{{WeakSwingPostDelayFrame}}} frames after the slash starts.

}}{{#ifeq: {{{ChargeSwingPostDelayFrame|}}} | {{{ChargeSwingFrame|}}} | |
 * The user can submerge in ink {{{ChargeSwingPostDelayFrame}}} frames after the slash starts.

}}{{#ifeq: {{{IsShotEnable|False}}} | False | | {{#if: {{{WeakSwingShotBulletFrame|}}} |
 * The blade hitbox appears {{{WeakSwingShotSlashFrame}}} frames after the slash starts, and the projectile appears {{{WeakSwingShotBulletFrame}}} frames after the slash starts.
 * The blade hitbox appears {{{ChargeSwingShotSlashFrame}}} frames after the slash starts, and the projectile appears {{{ChargeSwingShotBulletFrame}}} frames after the slash starts.
 * The blade hitbox appears {{{ChargeSwingShotSlashFrame}}} frames after the slash starts, and the projectile appears {{{ChargeSwingShotBulletFrame}}} frames after the slash starts.

}}{{#if: {{{MoveDist|}}} |
 * Dashes cover a distance of {{{MoveDist}}} units.

}}{{#if: {{{ChargeFrame|}}} | {{#ifexpr: {{{MoveFrame|}}} + {{{ChargeFrame|}}} + {{{UnrelaxFrameNoWeapon_Last|}}} > {{{ChargeSwingFrame|}}} | }}{{#ifexpr: {{{MoveFrame|}}} + {{{ChargeFrame|}}} + {{{UnrelaxFrameNoSquid_Last|}}} > {{{ChargeSwingPostDelayFrame|}}} |
 * After a {{{ChargeFrame}}} frame startup, the dash lasts for {{{MoveFrame}}} frames. The blade hitbox appears after {{{ChargeSwingStepShotSlashFrame}}} frames, and the projectile appears after {{{ChargeSwingStepShotBulletFrame}}} frames.
 * The total animation lasts for {{{MoveFrame}}} + {{{ChargeFrame}}} + {{{UnrelaxFrameNoWeapon_Last}}} frames, after which the weapon can be used again.
 * The total animation lasts for {{{ChargeSwingFrame}}} frames, after which the weapon can be used again.
 * The total animation lasts for {{{ChargeSwingFrame}}} frames, after which the weapon can be used again.
 * The user can submerge in ink {{{MoveFrame|}}} + {{{ChargeFrame|}}} + {{{UnrelaxFrameNoSquid_Last|}}} frames after the animation starts.
 * The user can submerge in ink {{{ChargeSwingPostDelayFrame}}} frames after the animation starts.
 * The user can submerge in ink {{{ChargeSwingPostDelayFrame}}} frames after the animation starts.

}}