Template:Keyword: Difference between revisions
Muggshotter (talk | contribs) (Added keepout.) |
Muggshotter (talk | contribs) (Adjusted wording for recovery. Added plink term.) |
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{{#if: {{{okizeme|}}}|Japanese term for attacking an opponent who is getting up.}} | {{#if: {{{okizeme|}}}|Japanese term for attacking an opponent who is getting up.}} | ||
{{#if: {{{optionselect|}}}|A situation where performing the same inputs can lead to different outcomes depending on how the characters interact.}} | {{#if: {{{optionselect|}}}|A situation where performing the same inputs can lead to different outcomes depending on how the characters interact.}} | ||
{{#if: {{{plink|}}}|Inputting two separate buttons very quickly on two consecutive frames. The term originated in Street Fighter IV, it is shortened from "priority link".}} | |||
{{#if: {{{pointblank|}}}|The closest possible distance two characters can be from each other.}} | {{#if: {{{pointblank|}}}|The closest possible distance two characters can be from each other.}} | ||
{{#if: {{{poke|}}}|A fast attack that is used to occupy space, start offense and fill assist gauge.}} | {{#if: {{{poke|}}}|A fast attack that is used to occupy space, start offense and fill assist gauge.}} | ||
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{{#if: {{{reactable|}}}|An attack that has slow enough startup that a human can react to it and defend correctly.}} | {{#if: {{{reactable|}}}|An attack that has slow enough startup that a human can react to it and defend correctly.}} | ||
{{#if: {{{read|}}}|A read is an educated guess informed by some knowledge or context in a match. An extremely risky move that works in this manner is considered a "hard read".}} | {{#if: {{{read|}}}|A read is an educated guess informed by some knowledge or context in a match. An extremely risky move that works in this manner is considered a "hard read".}} | ||
{{#if: {{{recovery|}}}|The period of time that occurs after an | {{#if: {{{recovery|}}}|The period of time that occurs after an action has finished, but before gaining full control of the character again. For example, many HP attacks in Dissidia 012 have long recovery. This may be occasionally referred to as "endlag".}} | ||
{{#if: {{{reset|}}}|Intentionally stopping a combo before its natural conclusion, and trying to hit the opponent again when they are free to act, but not ready for it. In Dissidia 012, "reset" can also refer to an assist combo where the player gets access to assist gauge again, despite just losing access to it for using it.}} | {{#if: {{{reset|}}}|Intentionally stopping a combo before its natural conclusion, and trying to hit the opponent again when they are free to act, but not ready for it. In Dissidia 012, "reset" can also refer to an assist combo where the player gets access to assist gauge again, despite just losing access to it for using it.}} | ||
{{#if: {{{runaway|}}}|A defensive playstyle that involves constantly trying to move far away from the opponent.}} | {{#if: {{{runaway|}}}|A defensive playstyle that involves constantly trying to move far away from the opponent.}} | ||