Template:Sandbox: Difference between revisions
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<span class="dotted">{{#tooltip: {{{1}}} | | <includeonly><span class="dotted">{{#tooltip: {{{1}}} | | ||
{{#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: {{{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: {{{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: {{{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: {{{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 | {{#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: {{{startup|}}}|The time it takes before an attack can do damage.}} | {{#if: {{{startup|}}}|The time it takes before an attack can do damage.}} | ||
{{#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, this is usually in the context of assist | {{#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.}} | ||
}}</span> | }}</span></includeonly> | ||