Template:Keyword: Difference between revisions
Muggshotter (talk | contribs) (Adjusted the definition for zoner. Minor adjustments to definitions for glasscannon, karacancel,) |
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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.}} | ||
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{{#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.}} | ||
{{#if: {{{position|}}}|This indicates where the assist appears. Spawn type determines this, e.g. where the opponent is.}} | |||
{{#if: {{{projectile|}}}|A type of attack that travels independently from any character. Beams, fireballs and magic spells are often like this. Many projectiles are Ranged priority in Dissidia 012, and they can be reflected back.}} | {{#if: {{{projectile|}}}|A type of attack that travels independently from any character. Beams, fireballs and magic spells are often like this. Many projectiles are Ranged priority in Dissidia 012, and they can be reflected back.}} | ||
{{#if: {{{punish|}}}|Attacking someone when they are recovering from a move and are unable to defend. This is typically guaranteed damage when done right.}} | {{#if: {{{punish|}}}|Attacking someone when they are recovering from a move and are unable to defend. This is typically guaranteed damage when done right.}} | ||
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{{#if: {{{solid|}}}|A playstyle that involves lots of good decisions rooted in strong game knowledge, without lots of unnecessary risks. Informally, it can be considered "good" in many senses of the word.}} | {{#if: {{{solid|}}}|A playstyle that involves lots of good decisions rooted in strong game knowledge, without lots of unnecessary risks. Informally, it can be considered "good" in many senses of the word.}} | ||
{{#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: {{{spawn|}}}|Assist character's spawn type. This checks for opponent's or player's state first. e.g. opponent on ground = assist does ground attack.}} | |||
{{#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.}} | ||