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: {{{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 characters hitting their target while their caller takes damage.}}
{{#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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<noinclude>
This is intended for use with the tooltip extension. Its goal is to quickly elaborate on a term that may not be intuitive to all readers.
 
Most terms are derived from various fighting game slang, including Dissidia 012. Many of them also have a definition on the '''[[Glossary]]''' page, which in turn is derived from Infil's fighting game glossary website.
 
Here are the available terms:
 
<pre>
013
active
abare
advantage
air-to-air
all-rounder
anti-air
armor
assistchange2
assistcombo
assistpunish
autopilot
bait
balance
bar / gauge / meter
basebrv
basedamage
blindpick
block
blockstring
bracketreset
bbob
bbod
bnb
buildmeter
cancel
cp
challenge
checkmate
clash
combo
commandblock
counterhit
cross-up
customization
conversion
disjoint
dc
depletion / meterdrain
disjoint
emptychase
exr
fad
filler
frame
frameadvantage
framedata
footsies
glasscannon
halocamp
hitandrun
hitconfirm
hitstun
hitbox
hitstop
hold
hurtbox
hplink
hplinker
innatebrv
inputbuffer
inputlatency / inputlag
invincibility
karacancel
knockback
knockbackcancel
knowledgecheck
link
losersbracket
main
mas
matchup
meaty
meta
meterless
midscreen
mindgame
mirrormatch
mixup
movement
neutral
notation
okizeme
optionselect
pointblank
poke
projectile
punish
raw
reactable
read
recovery
reset
runaway
rushdown
safe
scramble
search
secondary
solid
space
startup
superarmor
trade
turtling
vacuum
wakeup
wallcarry
wallrush
wavehp
whiff
whiffpunish
wincondition
winnersbracket
zidaerith
zoner
zoning
</pre>
</noinclude>

Latest revision as of 13:29, 10 June 2025