Template:Keyword: Difference between revisions

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(Added air-to-ground.)
(Adjusted wording for recovery. Added plink term.)
 
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{{#if: {{{advantage|}}}|Often refers to positive frame advantage (who gets to act first). It can also mean a good position or favorably stacked Assist / EX gauges.}}
{{#if: {{{advantage|}}}|Often refers to positive frame advantage (who gets to act first). It can also mean a good position or favorably stacked Assist / EX gauges.}}
{{#if: {{{air-to-air|}}}|Attacking an airborne opponent while also being in the air.}}
{{#if: {{{air-to-air|}}}|Attacking an airborne opponent while also being in the air.}}
{{#if: {{{air-to-ground|}}}|Attacking a grounded opponent while being in the air. The attacker may lands on the ground as well.}}
{{#if: {{{air-to-ground|}}}|Attacking a grounded opponent while being in the air. The attacker may land on the ground as well.}}
{{#if: {{{all-rounder|}}}|A character who can do a bit of everything well.}}
{{#if: {{{all-rounder|}}}|A character who can do a bit of everything well.}}
{{#if: {{{anti-air|}}}|Attacking an airborne opponent from below, usually on the ground.}}
{{#if: {{{anti-air|}}}|Attacking an airborne opponent from below, usually on the ground.}}
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{{#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. An action that is cancelled into a dodge. Abbreviated as DC.}}
{{#if: {{{dc|}}}|Dodge cancel refers to an action that is interrupted with a dodge. Abbreviated as DC.}}
{{#if: {{{depletion|}}} {{{meterdrain|}}}|An equipment effect which depletes the opponent's Assist or EX gauge by a certain amount.}}
{{#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: {{{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 cancel 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: {{{karacancel|}}}|The ability to quickly cancel 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: {{{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 attack has finished hitting, 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: {{{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: {{{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: {{{tracking|}}}|Tracking refers to how effectively a move can follow the opponent once it is performed. Similar to "homing".}}
{{#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: {{{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.}}

Latest revision as of 13:07, 18 November 2025