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If you have some time please check out [[Sandbox/AOFTest]]. So far, only the Ryo character page is active (and on that page only the AOF game specific page works), but I think you'll get the idea.
If you have some time please check out [[Sandbox/AOFTest]]. So far, only the Ryo character page is active (and on that page only the AOF game specific page works), but I think you'll get the idea.


With this system, we could link all characters on every appearances to [<nowiki/>[Companyname/Characters/Charactername]]. This page has all the games that character appeared in as a header, so that you can easily jump back to the game where you came from. If the user is (for example) only interested in Ryo's AOF storyline, there's a direct link to the series specific sub-page, where we keep all the moves and Fight order and Costumes and so on (those are basicly the sub pages that exist at [<nowiki/>[gamename/characters/Charactername]] right now). </br>
With this system, we could link all characters on every appearances to [[Companyname/Characters/Charactername]]. This page has all the games that character appeared in as a header, so that you can easily jump back to the game where you came from. If the user is (for example) only interested in Ryo's AOF storyline, there's a direct link to the series specific sub-page, where we keep all the moves and Fight order and Costumes and so on (those are basicly the sub pages that exist at [[gamename/characters/Charactername]] right now). </br>
This System allows us to create our own subpage system (as we need them), so that (for example) a character that appears in KOF98,KOF99 and KOF 2003 doesn't need three separate pages anymore with very little information on each page (as it is right now); but characters such as Kyo, that appear in every KOF game and have 3 very different storylines or movesets throughout the series, can get devided pages for Orochi, NESTS and Ash saga.
This System allows us to create our own subpage system (as we need them), so that (for example) a character that appears in KOF98,KOF99 and KOF 2003 doesn't need three separate pages anymore with very little information on each page (as it is right now); but characters such as Kyo, that appear in every KOF game and have 3 very different storylines or movesets throughout the series, can get devided pages for Orochi, NESTS and Ash saga.
It would also help in that we only have to write the basic data once at one single place (since the basic Character Information usually stays the same for all appearances).
It would also help in that we only have to write the basic data once at one single place (since the basic Character Information usually stays the same for all appearances).
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I'm starting this discussion off to keep a record of changes proposed by [[User:Ganj|Ganj]] which I think are exceptionally well done, and propose that we full adopt.  My evolution for the command lists were to take them from plain text and wikify them into tables.  Ganj's evolution goes far beyond this, using table cell colors to visually denote the type of move being listed, as well as providing space for the original Japanese name and notes concerning the various moves.  I have taken the liberty of creating templates designed after Ganj's (continually evolving) prototype tables ([[Template:Command Header]], [[Template:Command List]], [[Template:Command Footer]]) and have created the following system:
I'm starting this discussion off to keep a record of changes proposed by [[User:Ganj|Ganj]] which I think are exceptionally well done, and propose that we full adopt.  My evolution for the command lists were to take them from plain text and wikify them into tables.  Ganj's evolution goes far beyond this, using table cell colors to visually denote the type of move being listed, as well as providing space for the original Japanese name and notes concerning the various moves.  I have taken the liberty of creating templates designed after Ganj's (continually evolving) prototype tables ([[Template:Command Header]], [[Template:Command List]], [[Template:Command Footer]]) and have created the following system:


{{Command Header|SF2|Ryu}}
{{Command Header|SF2|Ryu|Street Fighter II/Ryu}}
{{Command List|level=1|name='''Level 1'''|japanese=Throws|input={{cade|3xPunch}}|note=This cell's note can be blocked by the portrait in Firefox unfortunately.}}
{{Command List|level=1|name='''Level 1'''|japanese=Throws|input={{cade|3xPunch}}|note=This cell's note can be blocked by the portrait in Firefox unfortunately.}}
{{Command List|level=2|name='''Level 2'''|japanese=Command Attacks|input={{cade|Right}}{{plus}}{{cade|Punch}}|note=}}
{{Command List|level=2|name='''Level 2'''|japanese=Command Attacks|input={{cade|Right}}{{plus}}{{cade|Punch}}|note=}}
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About the 'floating image' problem: I like the solution on Ganj's [[:User:Ganj#COMMAND TABLES PROTOTYPE|page]], but that leaves the problem that you can't link directly to the movelist via the headline with '#' anymore (since the headline would be part of the movelist)... but if that could be fixed somehow, I think this would be the best way to go...--[[User:Bmuig|Bmuig]] 10:21, 5 July 2008 (CDT)([[:User Talk:Bmuig|talk]])
About the 'floating image' problem: I like the solution on Ganj's [[:User:Ganj#COMMAND TABLES PROTOTYPE|page]], but that leaves the problem that you can't link directly to the movelist via the headline with '#' anymore (since the headline would be part of the movelist)... but if that could be fixed somehow, I think this would be the best way to go...--[[User:Bmuig|Bmuig]] 10:21, 5 July 2008 (CDT)([[:User Talk:Bmuig|talk]])
: Yeah...after coding it I saw what you mean right out. I was working up a modification but...I still needed haven't mapped out the design in my head. Maybe if you, or someone else, took the HTML code for the tale from my page, you could tinker around w/ it; come up w/ somethin'. By the way, nice to meet ya', Bmuig. (^_^) [[User:Ganj|Ganj]] 16:44, 7 July 2008 (CDT)
: Yeah...after coding it I saw what you mean right out. I was working up a modification but...I still needed haven't mapped out the design in my head. Maybe if you, or someone else, took the HTML code for the tale from my page, you could tinker around w/ it; come up w/ somethin'. By the way, nice to meet ya', Bmuig. (^_^) [[User:Ganj|Ganj]] 16:44, 7 July 2008 (CDT)
* AH-HA!! I've been constructing a new command chart in light of the newly released command charts for the "'''<font face="chiller">Street Fighter IV</font>'''" characters. And have made some huge strides. They may seem a bit much, but I'll make adjustments as time passes. I'm not finished with this project; this is NOT the true vision I have in mind, but it DID give me some new ideas. I've incorporated a tier system rather than the unified level chart. Each technique type has it's own tier chart (ie. Regular moves tier >> Grapples tier, etc.) Anyways, in the mean time, check out the progress of Prototype MK.II under the [[User:Ganj#COMMAND_TABLES_PROTOTYPE|Command Tables Prototype]] section. [[User:Ganj|Ganj]] 15:24, 12 July 2008 (CDT)


== Level parameter ==
== Level parameter ==
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::::(copied from [[User talk:Ganj]])
::::(copied from [[User talk:Ganj]])
::::You can always define multiple of them to have the same colours. -- [[User:Prod|Prod]] ([[User talk:Prod|Talk]]) 16:50, 5 July 2008 (CDT)
::::You can always define multiple of them to have the same colours. -- [[User:Prod|Prod]] ([[User talk:Prod|Talk]]) 16:50, 5 July 2008 (CDT)
:::::That IS something to think about...[[User:Ganj|Ganj]] 16:49, 7 July 2008 (CDT)
== Japanese parameter ==
I noticed that on some of the pages, the following code: <nowiki>|japanese=<small>text</small></nowiki>.  Would it be useful to move that into the template? -- [[User:Prod|Prod]] ([[User talk:Prod|Talk]]) 19:18, 12 July 2008 (CDT)
:Yeah. It would. [[User:Ganj|Ganj]] 22:21, 12 July 2008 (CDT)
== Submited for your approval ==
I have have made my own move list mock-up move-list and I'm seeking opinions and critiques.  Obviously it's not perfect, I was hoping to make the left most column invisible but I don't know how.  Though I like [[user:Ganj|Ganj's]] design, I think the color coded approach is too uninformative for practical use.--[[User:Blue Phoenix|Blue Phoenix]] 19:28, 30 September 2008 (UTC)
[[Image:Portrait SF3 Ryu.png|right|64px]]
<p class="plainlinks template_edit_link">[[Street Fighter III/Ryu|View]] {{dot}} [{{SERVER}}{{localurl:{{NAMESPACE}}:Street Fighter III/Ryu|action=edit}} edit]</p>
{|{{prettytable|class=move_list}}
!colspan=100%|'''Throws'''
|-
|width="30%"|Sholder Throw
|width="30%" align="right"|{{cade|Right}}{{plus}}
|align="left"|{{cade|LPunch}}{{plus}}{{cade|LKick}}
|-
|width="25%"|Leg Throw
|width="30%" align="right"|{{cade|Left}}{{plus}}
|align="left"|{{cade|LPunch}}{{plus}}{{cade|LKick}}
|-
!colspan=100%|'''Command moves'''
|-
|width="30%"|Down Punch
|width="30%" align="right"|{{cade|Right}}{{plus}}
|align="left"|{{cade|MPunch}}
|-
|width="25%"|Thrust Punch
|width="30%" align="right"|{{cade|Left}}{{plus}}
|align="left"|{{cade|HPunch}}
|-
!colspan=100%|'''Special Moves'''
|-
|width="25%"|Fireball
|width="30%" align="right"|{{cade|Qcf}}{{plus}}
|align="left"|{{cade|Punch}}
|-
|width="25%"|Dragon Punch
|width="30%" align="right"|{{cade|Dp}}{{plus}}
|align="left"|{{cade|Punch}}
|-
!colspan=100%|'''Super Arts'''
|-
|width="25%"|&nbsp;&nbsp;I  Super Fireball
|width="30%" align="right"|{{cade|Qcf}}{{cade|Qcf}}{{plus}}
|align="left"|{{cade|Punch}}
|-
|width="25%"|&nbsp;II  Shin Dragon Punch
|width="30%" align="right"|{{cade|Qcf}}{{cade|DDf}}{{plus}}
|align="left"|{{cade|Punch}}
|-
|width="25%"|III Charge Fireball
|width="30%" align="right"|{{cade|Qcf}}{{cade|Qcf}}{{plus}}
|align="left"|{{cade|Punch}} '''(HOLD)'''
|}
{{-}}
:That's a big change, and so are Ganj's; but what, really, is the purpose in this? What don't you like about our current move list display? --{{User:Notmyhandle/Sig}} 19:45, 26 September 2008 (UTC)
::What I don't like about the current template is that there is no place for throws and command moves, which are then omitted from most lists, but when they are included there is no separation between them and special moves.--[[User:Blue Phoenix|Blue Phoenix]] 19:28, 30 September 2008 (UTC)
:::Here's my $0.02.  The most important thing about these lists is that they be viewable and easily understandable ''at a glance''.  This mean, all lists should attempt to be as complete, and yet as short, as possible, so that a user doesn't need to scroll down the screen to see all of the moves.  Adding those title bars every couple of lines extends the height of the list, thereby making it more likely for a user to need to rely on scrolling to see all of the information.  This is something that Ganj's approach deals with, because of the use of color coding, which doesn't add any height to the table in order to inform what kind of move is what.  I'm not sure that there is such a huge benefit to the reader in making the distinction between a throw, command move, and special move.  Hardcore fighting fans will already know which is which, and non-hardcore players just want to know what combinations of motions are available.  There's no reason to omit throws and command moves, but there's not reason to separate them either.  [[User:Procyon|Procyon]] ([[User talk:Procyon|Talk]]) 21:42, 30 September 2008 (UTC)
::::I don't even know what a "command move" is; I think as long as the move has "close" next to it, it means it's a throw. --{{User:Notmyhandle/Sig}} 00:39, 1 October 2008 (UTC)
:::::FYI, a command move is a move where the function of a button changes if the joystick is pushed in a specific direction.  For example, in most of the later Street Fighter games, if you play as Ryu, when you press MP he does a regular forward punch.  However, if you hold forward when you press MP, he does a rushing gut punch instead. It differs from a special move because it doesn't require a specific sequence of joystick motions to input. [[User:Procyon|Procyon]] ([[User talk:Procyon|Talk]]) 03:03, 1 October 2008 (UTC)
::::::Could a set image be used in each row that signifies each type?  You could give it a caption that describes what type of move it is.  That way experts can figure out what each colour means, and novices won't care because they don't know the difference anywayz. -- [[User:Prod|Prod]] ([[User talk:Prod|Talk]]) 04:08, 2 October 2008 (UTC)
:::::::I think that's an excellent idea. I'm imagining small icons that show interaction between two characters (like Ryu/Ken). These icons could reside in their own column, but it would be easier to implement if we either prefixed move names with them. However, since we have it ordered by name, I think putting the icon after the name or below it (with a line break) would be better (so as to not take away the focus from the names). --{{User:Notmyhandle/Sig}} 05:04, 2 October 2008 (UTC)
:This only needs to be implemented to a certain extent for the following reason.  It's no coincidence that Blue Phoenix's order of move headers mirrors Ganj's levels so closely.  Moves are universally presented in that order (throws, command moves, special moves, super moves).  One way to do it would be append a column on the left that contains nothing but one of Ganj's colors, and rowspans through the extent of rows that include moves of one particular class.  I'll try to mock it up.  [[User:Procyon|Procyon]] ([[User talk:Procyon|Talk]]) 14:08, 2 October 2008 (UTC)
{|{{prettytable|class=move_list}}
|width="5%" style="background-color:#ADD8E6"|
|width="25%"|Sholder Throw
|width="30%" align="right"|{{cade|Right}}{{plus}}
|align="left"|{{cade|LPunch}}{{plus}}{{cade|LKick}}
|-
|style="background-color:#ADD8E6"|
|Leg Throw
|align="right"|{{cade|Left}}{{plus}}
|align="left"|{{cade|LPunch}}{{plus}}{{cade|LKick}}
|-
|style="background-color:#1E90FF"|
|Down Punch
|align="right"|{{cade|Right}}{{plus}}
|align="left"|{{cade|MPunch}}
|-
|style="background-color:#1E90FF"|
|Thrust Punch
|align="right"|{{cade|Left}}{{plus}}
|align="left"|{{cade|HPunch}}
|-
|style="background-color:#000050"|
|Fireball
|align="right"|{{cade|Qcf}}{{plus}}
|align="left"|{{cade|Punch}}
|-
|style="background-color:#000050"|
|Dragon Punch
|align="right"|{{cade|Dp}}{{plus}}
|align="left"|{{cade|Punch}}
|-
|style="background-color:#000050"|
|Hurrican Kick
|align="right"|{{cade|Qcb}}{{plus}}
|align="left"|{{cade|Kick}}
|-
|style="background-color:#FF9900"|
|&nbsp;&nbsp;I  Super Fireball
|align="right"|{{cade|Qcf}}{{cade|Qcf}}{{plus}}
|align="left"|{{cade|Punch}}
|-
|style="background-color:#FF9900"|
|&nbsp;II  Shin Dragon Punch
|align="right"|{{cade|Qcf}}{{cade|DDf}}{{plus}}
|align="left"|{{cade|Punch}}
|-
|style="background-color:#FF9900"|
|III Charge Fireball
|align="right"|{{cade|Qcf}}{{cade|Qcf}}{{plus}}
|align="left"|{{cade|Punch}} '''(HOLD)'''
|}
{{-}}
:I've removed the rowspans.  I don't think they're necessary, and they would make templating much harder. -- [[User:Prod|Prod]] ([[User talk:Prod|Talk]]) 17:28, 3 October 2008 (UTC)
::If we go with the colored boxes, I think that the colored areas should somehow link to a key. --{{User:Notmyhandle/Sig}} 17:51, 3 October 2008 (UTC)
:::{|{{prettytable|notwide=1}}
|style="background-color:#ADD8E6" align="center"|'''Throws'''
|style="background-color:#1E90FF" align="center"|'''Command Normals'''
|style="background-color:#000050" align="center" style="color:white"|'''Special Moves'''
|style="background-color:#FF9900" align="center"|'''Super Moves'''
|}
:::I think the colored boxes are an excellent idea. Not only do they designate move types but they could pull double duty for '''EX''' marks and the like. --[[User:Blue Phoenix|Blue Phoenix]] 17:22, 4 October 2008 (UTC)
== Image request ==
I think it would be advantageous if wee had images for: Hold; (Hold); Close; and Away [ [[User:Blue Phoenix|Blue Phoenix]] 17:09, 14 November 2008 (UTC) ]
:Why would it be more advantageous to have those as images instead of simply using text?  At a certain point, there is processor overhead to generating a page to consider, and text is much easier for the server to generate than image requests. [[User:Procyon|Procyon]] ([[User talk:Procyon|Talk]]) 18:38, 14 November 2008 (UTC)
::Don't worry about performance in this case, decide based on clarity/simplicity for the user. -- [[User:Prod|Prod]] ([[User talk:Prod|Talk]]) 06:39, 15 November 2008 (UTC)
== new move list type (again) ==
I want to make new move list templates like the one I've been working on [[User:Blue_Phoenix]] .<br />
Any input will be aprreciated. 
'''Edit''' and also creat the move list for a unfinished guide like [[Real Bout Fatal Fury]] --[[User:Blue Phoenix|Blue Phoenix]] 21:05, 13 June 2009 (UTC)
:Very impressive.  Is there any way to apply a conversion to the existing movelists to get the effect you have created?  Or would more work be required to the move lists themselves in order to achieve that?  '''[[User:Procyon|<span style="color:red">Pro</span>]][[User talk:Procyon|<span style="color:grey">cyon</span>]]''' 01:36, 14 June 2009 (UTC)
::I think we could use the standard header and footer we already use, but each of these new sections would need its own starting template. --{{User:Notmyhandle/Sig}} 01:46, 14 June 2009 (UTC)
== Multi tables layout ==
Hello, I'm working on Killer Instinct move list to add combo elements but don't know how to do that. The current layout has one table without move level and color but even with colors I don't know how I can indicate moves, combo openers, combo chains and combo enders.
That is, Killer Instinct uses specific combo mechanics. Each opener and chain is composed of a special move and a linker. A full combo chain is for example with Jago : Medium Wind Kick (opener), Light Kick (one of the linker that works with Medium Wind Kick), Laser sword (combo chain), Strong Kick (one of the linker provived by Laser Sword as a chain), Strong Tiger Fury (ender)
As I see it is there would be a table for openers, first column being the opener, second one the linkers provided (they are always one button). An other table will list chains with their according linkers and the last table will list enders.
To create a combo pick an opener, use one of it's linker, pick a chain, use linker and pick an ender.
Is there any way to do this with the current system? Thanks a lot
--[[User:Karamel|Karamel]] ([[User talk:Karamel|talk]]) 11:28, 1 December 2014 (UTC)
:Hi {{User|Karamel}}, thanks for bringing this up.  Unfortunately, the current moves template is probably not up to the task for KI combos.  You could either work within it's limitations, mark certain moves as combo openers, and then provide a separate table detailing how the combos link together.  Or, you could create a more custom KI moves template that specifically addresses combos.  I think the first approach might be more effective, since there's only so much information you can cram into a table, so breaking the information up between moves and combos might be easier to read.  You could pretty much do that with existing tools; the moves template plus another table.  Let us know if you need any assistance with anything.  '''[[User:Procyon|<span style="color:red">Pro</span>]][[User talk:Procyon|<span style="color:grey">cyon</span>]]''' 14:22, 1 December 2014 (UTC)
::I've had this discussion before, with Procyon and others, but my focus was on unofficial moves, glitch cancels, frame precision, etc. All of this information relates to combos and finding the best ways to fight. Right now, the best way to do this is to just go to the character's page and expand on all of the details there using text, ascii diagrams (e.g. Combo1 -> Left on DPad -> Combo 2), and tables. I think starting with custom, basic tables is best before trying to design a template for a specific game. We can help you with a template, if it is helpful, once you get some solid info one a character or two. Also, since combo formulae follow a basic design that works the same way with all characters, that information (the common info) should be expanded on its own page, either on /Getting Started as a small section, or if it ends up large, moving it to /Combos works. --{{User:Notmyhandle/Sig}} 15:44, 1 December 2014 (UTC)
== Fighting game layout ==
Every guide (that is large enough to need subpaging) follows many of the site conventions, that fighting games do not. I want to get back to [[#Improvements to the Fighting Game Guide Layout|this fighting game layout topic]]. where most of these have been brought up before.
;Proposed changes
# Contents of ''Walkthrough'' page should be on the ''Getting Started'' page. Things like controls and basic mechanics of the game.
# These new ''Getting Started'' pages should have that name, instead of ''How to Play''. Getting Started is a generic term that encompasses how to play.
# ''Walkthrough'' pages are a required link and should contain basic story.
# Get rid of the subscript for ''Moves'' pages. They are central to the guide so should be full size.
;Advantages
These changes make the guides follow almost every one of our standardized formatting requirements. Additionally:
* {{t|Continue Nav}} doesn't need as much customization to work properly.
* Links to games which have no "How to Play" information aren't under a "How to Play" heading.
;Discussion
The top of the [[Street Fighter II/Characters]] page has the basic story for the game, which belongs on the ''Walkthrough'' page. As the game is character focused, we can additionally include all the content from the /Characters page here. We can break with the formatting slightly here and label the page as ''Characters'' on the ToC. This would provide some valid content for a critical link in the HN, without messing with the ToC layout too much. -- [[User:Prod|Prod]] ([[User talk:Prod|talk]]) 22:27, 18 January 2020 (UTC)
== Characters with multiple versions ==
Our move lists seem to handle multiple versions of the same character (with different move sets) inconsistently. I've written a bot which updates character pages with all the movelists that character shows up in.
Sometimes, these alternate versions are are from previous games. I've seen two methods of handling this (on ''Moves'' pages):
# {{t|Movelist}} (transclude) the old move list - [[Street Fighter Alpha 2 Gold/Moves|SFA2 Gold]]
# Only show the new characters - [[Street Fighter Alpha 3 MAX/Moves|SFA3 MAX]]
Based on this, the individual ''Characters'' pages need to be updated.
# Multiple subheadings under each game for the different versions - [[The King of Fighters Orochi Collection/Kyo#The King of Fighters '97|KoF]]
# Multiple headings with the different versions - [[Street Fighter Alpha/Dhalsim#Street Fighter Alpha 2|SFA]]
# Separate pages for each version - [[SVC Chaos: SNK vs. Capcom/Shin Akuma|SvC]], [[Street Fighter Alpha/Evil Ryu|SFA]] again
Once these are finalized, I can have my bot run through all the fighting games and make the Character pages fully consistent. -- [[User:Prod|Prod]] ([[User talk:Prod|talk]]) 22:51, 18 January 2020 (UTC)
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Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ   B b   C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç   D d Ď ď Đ đ Ḍ ḍ Ð ð   E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə   F f   G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ   H h Ĥ ĥ Ħ ħ Ḥ ḥ   I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị   J j Ĵ ĵ   K k Ķ ķ   L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ   M m Ṃ ṃ   N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ   O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ   Ɔ ɔ   P p   Q q   R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ   S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß   T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ   U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ   V v   W w Ŵ ŵ   X x   Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ   Z z Ź ź Ż ż Ž ž   ß Ð ð Þ þ Ŋ ŋ Ə ə   {{Unicode|}}
Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ   Α α Β β Γ γ Δ δ   Ε ε Ζ ζ Η η Θ θ   Ι ι Κ κ Λ λ Μ μ   Ν ν Ξ ξ Ο ο Π π   Ρ ρ Σ σ ς Τ τ Υ υ   Φ φ Χ χ Ψ ψ Ω ω   {{Polytonic|}}
Cyrillic: А а Б б В в Г г   Ґ ґ Ѓ ѓ Д д Ђ ђ   Е е Ё ё Є є Ж ж   З з Ѕ ѕ И и І і   Ї ї Й й Ј ј К к   Ќ ќ Л л Љ љ М м   Н н Њ њ О о П п   Р р С с Т т Ћ ћ   У у Ў ў Ф ф Х х   Ц ц Ч ч Џ џ Ш ш   Щ щ Ъ ъ Ы ы Ь ь   Э э Ю ю Я я   ́
IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ   ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ   ɱ ɳ ɲ ŋ ɴ   ʋ ɹ ɻ ɰ   ʙ ⱱ ʀ ɾ ɽ   ɫ ɬ ɮ ɺ ɭ ʎ ʟ   ɥ ʍ ɧ   ʼ   ɓ ɗ ʄ ɠ ʛ   ʘ ǀ ǃ ǂ ǁ   ɨ ʉ ɯ   ɪ ʏ ʊ   ø ɘ ɵ ɤ   ə ɚ   ɛ œ ɜ ɝ ɞ ʌ ɔ   æ   ɐ ɶ ɑ ɒ   ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ   ˈ ˌ ː ˑ ̪   {{IPA|}}

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