Template:Sandbox: Difference between revisions

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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: {{{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:
;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
</noinclude>

Latest revision as of 13:29, 10 June 2025