Template:Sandbox: Difference between revisions

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<span class="dotted">{{#tooltip: {{{1}}} |  
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{{#if: {{{013|}}}|013 refers to the thirteenth cycle in the game's story. It is also used informally to refer to the original Dissidia game.}}
{{#if: {{{013|}}}|013 refers to the thirteenth cycle in the game's story. It is also used informally to refer to the original Dissidia game.}}
{{#if: {{{active|}}}|The period of time when an attack is capable of doing damage.}}
{{#if: {{{active|}}}|The period of time when an attack is capable of doing damage.}}
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{{#if: {{{challenge|}}}|Attacking the opponent as they are trying to attack you. Ergo, "challenging an opponent". Similar to the term "abare".}}
{{#if: {{{challenge|}}}|Attacking the opponent as they are trying to attack you. Ergo, "challenging an opponent". Similar to the term "abare".}}
{{#if: {{{checkmate|}}}|A situation where a player has no options to avoid losing a situation or a match. For example, hitting an opponent who has a full EX gauge and killing bravery can activate EX Revenge and guarantee a win.}}
{{#if: {{{checkmate|}}}|A situation where a player has no options to avoid losing a situation or a match. For example, hitting an opponent who has a full EX gauge and killing bravery can activate EX Revenge and guarantee a win.}}
{{#if: {{{clash|}}}|When two melee attacks collide at the same time, resulting in a stagger. This can also happen when dashes collide.}}
{{#if: {{{combo|}}}|A sequence of attacks that are unavoidable as it is once the first hit lands. Assist or EX gauge must be used to escape this.}}
{{#if: {{{combo|}}}|A sequence of attacks that are unavoidable as it is once the first hit lands. Assist or EX gauge must be used to escape this.}}
{{#if: {{{commandblock|}}}|An attack that has block properties. Most of them block on frame 1 and attack after a moment, e.g. Sephiroth's Scintilla.}}
{{#if: {{{commandblock|}}}|An attack that has block properties. Most of them block on frame 1 and attack after a moment, e.g. Sephiroth's Scintilla.}}
{{#if: {{{counterhit|}}} {{{stuff|}}}|Attacking the opponent as they are trying to attack you, and hitting them successfully.}}
{{#if: {{{cross-up|}}}|An attack that comes from above that hits behind block. This can also change opponent's directional attack input on the ground.}}
{{#if: {{{cross-up|}}}|An attack that comes from above that hits behind block. This can also change opponent's directional attack input on the ground.}}
{{#if: {{{customization|}}}|A major aspect in Dissidia 012 where players adjust their character with abilities, equipment, summons and assist.}}
{{#if: {{{customization|}}}|A major aspect in Dissidia 012 where players adjust their character with abilities, equipment, summons and assist.}}
{{#if: {{{conversion|}}}|Turning a hit (unlikely or otherwise) into a combo through situational awareness.}}
{{#if: {{{conversion|}}}|Turning a hit (unlikely or otherwise) into a combo through situational awareness.}}
{{#if: {{{dc|}}}|Dodge cancel. An action that is cancelled into a dodge. Abbreviated as DC.}}
{{#if: {{{depletion|}}} {{{meterdrain|}}}|An equipment effect which depletes the opponent's Assist or EX gauge by a certain amount.}}
{{#if: {{{disjoint|}}}|A part of an attack that isn't close to the character's hurtbox. If this part of an attack gets hit by opponent's attack, the character using it will not take damage.}}
{{#if: {{{disjoint|}}}|A part of an attack that isn't close to the character's hurtbox. If this part of an attack gets hit by opponent's attack, the character using it will not take damage.}}
{{#if: {{{dc|}}}|Dodge cancel. An action that is cancelled into a dodge. Abbreviated as DC.}}
{{#if: {{{emptychase|}}}|A chase sequence where the initiator does nothing.}}
{{#if: {{{emptychase|}}}|A chase sequence where the initiator does nothing.}}
{{#if: {{{exr|}}}|EX Revenge. Abbreviated as EXR.}}
{{#if: {{{exr|}}}|EX Revenge. Abbreviated as EXR.}}
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{{#if: {{{frameadvantage|}}}|Fighting game term that describes who is able to act first. Player who can act first is considered "plus", while a player who acts second is considered "minus" in a given situation.}}
{{#if: {{{frameadvantage|}}}|Fighting game term that describes who is able to act first. Player who can act first is considered "plus", while a player who acts second is considered "minus" in a given situation.}}
{{#if: {{{framedata|}}}|A list of a fighting game character's every move that details startup speed, frame advantage and much more.}}
{{#if: {{{framedata|}}}|A list of a fighting game character's every move that details startup speed, frame advantage and much more.}}
{{#if: {{{footsies|}}}|A nebulous fighting game term, commonly refers to two players moving around and making good plays.}}
{{#if: {{{footsies|}}}|A nebulous fighting game term, commonly refers to two players moving around and trying to each other.}}
{{#if: {{{glasscannon|}}}|A character that has low health, but exceptional tools for damage, resources or other things. Characters can be built this way in Dissidia 012.}}
{{#if: {{{glasscannon|}}}|A character that has low health, but exceptional tools for damage, resources or other things. Characters can be built this way in Dissidia 012.}}
{{#if: {{{halocamp|}}}|A strategy which involves a character staying above the opponent, often at a safe distance.}}
{{#if: {{{halocamp|}}}|A strategy which involves a character staying above the opponent, often at a safe distance.}}
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{{#if: {{{inputbuffer|}}}|Pressing a button during another action to ensure the next action comes out as soon as possible. Dissidia 012 does not apply input buffer in most places, so this should not be confused with input latency, or general responsiveness.}}
{{#if: {{{inputbuffer|}}}|Pressing a button during another action to ensure the next action comes out as soon as possible. Dissidia 012 does not apply input buffer in most places, so this should not be confused with input latency, or general responsiveness.}}
{{#if: {{{inputlatency|}}} {{{inputlag|}}}|The time it takes for a button input to be registered in the game. Higher latency means a character takes longer to do anything after pressing a button.}}
{{#if: {{{inputlatency|}}} {{{inputlag|}}}|The time it takes for a button input to be registered in the game. Higher latency means a character takes longer to do anything after pressing a button.}}
{{#if: {{{invincibility|}}} {{{invulnerable|}}} {{{iframes|}}} {{{invul|}}}|A state where a character cannot be hit, fully impervious to damage.}}
{{#if: {{{karacancel|}}}|The ability to quickly cancel a move into another move, before the first move even completes its startup. In Dissidia 012, a regular block can be kara cancelled into a dodge or a dash, which allows the techniques "blodge" and "dash feint" respectively.}}
{{#if: {{{karacancel|}}}|The ability to quickly cancel a move into another move, before the first move even completes its startup. In Dissidia 012, a regular block can be kara cancelled into a dodge or a dash, which allows the techniques "blodge" and "dash feint" respectively.}}
{{#if: {{{knockback|}}}|The distance travelled after getting hit by an attack. The exact distance varies depending on the attack.}}
{{#if: {{{knockback|}}}|The distance travelled after getting hit by an attack. The exact distance varies depending on the attack.}}
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{{#if: {{{mas|}}}|Multi Air Slide. A basic ability. Abbreviated as MAS.}}
{{#if: {{{mas|}}}|Multi Air Slide. A basic ability. Abbreviated as MAS.}}
{{#if: {{{matchup|}}}|Two specific characters matched against each other. Also refers to the strategy and knowledge surrounding it.}}
{{#if: {{{matchup|}}}|Two specific characters matched against each other. Also refers to the strategy and knowledge surrounding it.}}
{{#if: {{{meaty|}}}|Hitting an opponent as soon as they can be hit by an attack. Can also refer to hitting an attack later, but getting more frame advantage from it.}}
{{#if: {{{meta|}}}|The general state of a game's strategy. "Metagame" could also refer to things outside of the game itself, such as preventing the opponent from seeing your button presses.}}
{{#if: {{{meta|}}}|The general state of a game's strategy. "Metagame" could also refer to things outside of the game itself, such as preventing the opponent from seeing your button presses.}}
{{#if: {{{meterless|}}}|A combo that does not spend any meter.}}
{{#if: {{{meterless|}}}|A combo that does not spend any meter.}}
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{{#if: {{{space|}}}|An area in a stage. Often talked in relation to a character or their strategy.}}
{{#if: {{{space|}}}|An area in a stage. Often talked in relation to a character or their strategy.}}
{{#if: {{{startup|}}}|The time it takes before an attack can do damage.}}
{{#if: {{{startup|}}}|The time it takes before an attack can do damage.}}
{{#if: {{{stuff|}}}|Attacking the opponent as they are trying to attack you, and hitting them successfully. Ergo, "stuffing them".}}
{{#if: {{{superarmor|}}}|A state where a character can continue their action despite getting hit. In Dissidia 012, bravery damage can be taken during this time.}}
{{#if: {{{superarmor|}}}|A state where a character can continue their action despite getting hit. In Dissidia 012, bravery damage can be taken during this time.}}
{{#if: {{{trade|}}}|When two opposing attacks hit each other at the same time, dealing damage. In Dissidia 012, two assist characters rarely hit each other, but they can hit their targets simultaneously instead.}}
{{#if: {{{trade|}}}|When two opposing attacks hit each other at the same time, dealing damage. In Dissidia 012, this is usually in the context of assist character hitting their target while player character takes damage.}}
{{#if: {{{turtling|}}}|An extremely defensive playstyle.}}
{{#if: {{{turtling|}}}|An extremely defensive playstyle.}}
{{#if: {{{vacuum|}}}|An attack that pulls the opponent towards the player. Dissidia 012 refers to this as "absorb", but the term "vacuum" may be used similarly.}}
{{#if: {{{vacuum|}}}|An attack that pulls the opponent towards the player. Dissidia 012 refers to this as "absorb", but the term "vacuum" may be used similarly.}}
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{{#if: {{{zoner|}}}|A character whose main strategy involves zoning (long-range attacks).}}
{{#if: {{{zoner|}}}|A character whose main strategy involves zoning (long-range attacks).}}
{{#if: {{{zoning|}}}|The act of using long-range attacks to try and prevent the opponent from approaching. Usually achieved with projectiles, such as Sephiroth's Shadow Flare.}}
{{#if: {{{zoning|}}}|The act of using long-range attacks to try and prevent the opponent from approaching. Usually achieved with projectiles, such as Sephiroth's Shadow Flare.}}
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Latest revision as of 13:29, 10 June 2025