Template:Keyword: Difference between revisions
Muggshotter (talk | contribs) (Added a term for tracking) |
Muggshotter (talk | contribs) (Adjusted neutral definition.) |
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{{#if: {{{clash|}}}|When two melee attacks collide at the same time, resulting in a stagger. This can also happen when dashes collide.}} | {{#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 | {{#if: {{{commandblock|}}}|An attack that has block properties. Most of them block instantly 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: {{{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 | {{#if: {{{dc|}}}|Dodge cancel refers to an action that is interrupted with a dodge. Abbreviated as DC.}} | ||
{{#if: {{{depletion|}}} {{{meterdrain|}}}|An equipment effect which | {{#if: {{{depletion|}}} {{{meterdrain|}}}|An equipment effect which empties 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: {{{emptychase|}}}|A chase sequence where the initiator does nothing.}} | {{#if: {{{emptychase|}}}|A chase sequence where the initiator does nothing.}} | ||
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{{#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 trying to each other.}} | {{#if: {{{footsies|}}}|A nebulous fighting game term, commonly refers to two players moving around and trying to each other.}} | ||
{{#if: {{{glasscannon|}}}|A character | {{#if: {{{glasscannon|}}}|A character who 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.}} | ||
{{#if: {{{hitandrun|}}}|A playstyle with primarily evasive movement and occasional offense when in good range.}} | {{#if: {{{hitandrun|}}}|A playstyle with primarily evasive movement and occasional offense when in good range.}} | ||
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{{#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: {{{invincibility|}}} {{{invulnerable|}}} {{{iframes|}}} {{{invul|}}}|A state where a character cannot be hit, fully impervious to damage.}} | ||
{{#if: {{{karacancel|}}}|The ability to quickly | {{#if: {{{karacancel|}}}|The ability to quickly chain 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: {{{keepout|}}}|The act of keeping the opponent at a distance from you. Keepout is synonymous with zoning, but it can also refer to close-range attacks that push opponents away to create distance for other strategies.}} | |||
{{#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.}} | ||
{{#if: {{{knockbackcancel|}}}|An attack's knockback that is interrupted with assist. Keeps the opponent in place.}} | {{#if: {{{knockbackcancel|}}}|An attack's knockback that is interrupted with assist. Keeps the opponent in place.}} | ||
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{{#if: {{{mixup|}}}|A situation where a player has several ways to attack, which require different actions from the defending player.}} | {{#if: {{{mixup|}}}|A situation where a player has several ways to attack, which require different actions from the defending player.}} | ||
{{#if: {{{movement|}}}|Moving a character around the stage.}} | {{#if: {{{movement|}}}|Moving a character around the stage.}} | ||
{{#if: {{{neutral|}}}|The stage of a fight where neither player is blocking or getting hit by anything. Both players are trying to figure out how to approach.}} | {{#if: {{{neutral|}}}|The stage of a fight where neither player is blocking or getting hit by anything. Both players are trying to figure out how to approach, or trying to hit each other.}} | ||
{{#if: {{{notation|}}}|A common language used to refer to attacks and directions. Often seen when reading combos and how to do them.}} | {{#if: {{{notation|}}}|A common language used to refer to attacks and directions. Often seen when reading combos and how to do them.}} | ||
{{#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.}} | ||
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{{#if: {{{winnersbracket|}}}|A side in a double elimination tournament where the players have not lost a set yet.}} | {{#if: {{{winnersbracket|}}}|A side in a double elimination tournament where the players have not lost a set yet.}} | ||
{{#if: {{{zidaerith|}}}|Zidane with Aerith assist. A notable synergy for high damage output with air combos.}} | {{#if: {{{zidaerith|}}}|Zidane with Aerith assist. A notable synergy for high damage output with air combos.}} | ||
{{#if: {{{zoner|}}}|A character whose main strategy involves | {{#if: {{{zoner|}}}|A character whose main strategy involves long-range attacks from a distance.}} | ||
{{#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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