Template:Sandbox: Difference between revisions
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{{#if: {{{active|}}}|The period of time when an attack is capable of doing damage.}} | {{#if: {{{active|}}}|The period of time when an attack is capable of doing damage.}} | ||
{{#if: {{{abare|}}}|Japanese term for attacking while you are at immediate disadvantage. 暴れ (abare) — Lit. to rage/act violently.}} | {{#if: {{{abare|}}}|Japanese term for attacking while you are at immediate disadvantage. 暴れ (abare) — Lit. to rage/act violently.}} | ||
{{#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: {{{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: {{{armor|}}}|A state where a character can absorb an attack without reacting to it. This is rarely seen in Dissidia 012, but Garland's EX mode has this trait during his own attacks.}} | |||
{{#if: {{{assistchange2|}}}|Universal defensive mechanic. Costs 2 Assist Gauges, but breaks free from attacks while blocking any move that is not unblockable priority.}} | |||
{{#if: {{{assistcombo|}}}|A combo involving an assist character.}} | |||
{{#if: {{{assistpunish|}}}|Using assist to hit the opponent who missed an attack, before they can defend.}} | |||
{{#if: {{{autopilot|}}}|Acting without thinking, usually in a predictable manner.}} | |||
{{#if: {{{bait|}}}|Doing something to provoke an action from an opponent, and then punishing them for doing it.}} | |||
{{#if: {{{balance|}}}|A measure of how strong the game's characters are when compared to each other.}} | |||
{{#if: {{{bar|}}} {{{gauge|}}} {{{meter|}}}|Refers to a visible gauge on the screen, or a segment of it. e.g. Garland has 1 assist bar = Garland has 1 assist gauge.}} | |||
{{#if: {{{basebrv|}}}|The baseline bravery that can be modified with equipment. Bravery recovers to this after bravery break.}} | |||
{{#if: {{{basedamage|}}}|The attack's baseline damage value before equipment and stats are considered.}} | |||
{{#if: {{{blindpick|}}}|A procedure in tournaments where both players submit their character choice to a third person. Both players make this choice without the opponent knowing until the choice has been made.}} | |||
{{#if: {{{block|}}}|The act of defending against incoming attacks. This is a basic ability in Dissidia 012.}} | |||
{{#if: {{{blockstring|}}}|A sequence of attacks that work against a blocking opponent. Because of Dissidia 012's block and stagger systems, very few characters can even attempt this.}} | |||
{{#if: {{{bracketreset|}}}|When a person loses a set in a double elimination tournament's grand finals for the first time. Double elimination requires each player losing two sets in order to be eliminated.}} | |||
{{#if: {{{bbob|}}}|Bravery Boost on Block. A build style that generates bravery by guarding attacks with a block. Abbreviated as BBoB.}} | |||
{{#if: {{{bbod|}}}|Bravery Boost on Dodge. A build style that generates bravery by evading attacks with a dodge. Abbreviated as BBoD.}} | |||
{{#if: {{{bnb|}}} {{{staple|}}}|A common, practical combo that is often used in matches. Bread and butter is abbreviated as BnB.}} | |||
{{#if: {{{buildmeter|}}}|The act of earning super meter.}} | |||
{{#if: {{{cancel|}}}|An action that is interrupted early by doing another action.}} | |||
{{#if: {{{cp|}}}|Capacity Points. These points determine how many abilities can be equipped at once.}} | |||
{{#if: {{{challenge|}}}|Attacking the opponent as they are trying to attack you. Ergo, "challenging an opponent". Similar to the term "abare".}} | {{#if: {{{challenge|}}}|Attacking the opponent as they are trying to attack you. Ergo, "challenging an opponent". Similar to the term "abare".}} | ||
{{#if: {{{checkmate|}}}|A situation where a player has no options to avoid losing a situation or a match. For example, hitting an opponent who has a full EX gauge and killing bravery can activate EX Revenge and guarantee a win.}} | {{#if: {{{checkmate|}}}|A situation where a player has no options to avoid losing a situation or a match. For example, hitting an opponent who has a full EX gauge and killing bravery can activate EX Revenge and guarantee a win.}} | ||
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{{#if: {{{inputbuffer|}}}|Pressing a button during another action to ensure the next action comes out as soon as possible. Dissidia 012 does not apply input buffer in most places, so this should not be confused with input latency, or general responsiveness.}} | {{#if: {{{inputbuffer|}}}|Pressing a button during another action to ensure the next action comes out as soon as possible. Dissidia 012 does not apply input buffer in most places, so this should not be confused with input latency, or general responsiveness.}} | ||
{{#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: {{{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: {{{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: {{{knowledgecheck|}}}|Testing whether the opponent understands how to beat a certain attack or strategy.}} | |||
{{#if: {{{link|}}}|A technique where two moves can combo into each other by letting the first move complete entirely before starting the second move. e.g. Cloud's Climhazzard (2 hits) > Double Cut (midair). This is not to be confused with BRV-to-HP links.}} | |||
{{#if: {{{losersbracket|}}}|A side in a double elimination tournament where the players have lost one set. Losing another set against a player means elimination from the tournament.}} | |||
{{#if: {{{main|}}}|The character that a player uses the most. This is usually the player's strongest character.}} | |||
{{#if: {{{mas|}}}|Multi Air Slide. A basic ability. Abbreviated as MAS.}} | |||
{{#if: {{{matchup|}}}|Two specific characters matched against each other. Also refers to the strategy and knowledge surrounding it.}} | |||
{{#if: {{{meta|}}}|The general state of a game's strategy. "Metagame" could also refer to things outside of the game itself, such as preventing the opponent from seeing your button presses.}} | |||
{{#if: {{{meterless|}}}|A combo that does not spend any meter.}} | |||
{{#if: {{{midscreen|}}}|Any space in the stage where neither player is in a corner or at a wall. Basically means no walls or ceilings nearby.}} | |||
{{#if: {{{mindgame|}}}|Trying to trick the opponent into taking a wrong action.}} | |||
{{#if: {{{mirrormatch|}}}|Both players pick the same character for a match.}} | |||
{{#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: {{{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: {{{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: {{{optionselect|}}}|A situation where performing the same inputs can lead to different outcomes depending on how the characters interact.}} | |||
{{#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: {{{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: {{{raw|}}}|When an attack is done as is, with nothing preceding it.}} | |||
{{#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: {{{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: {{{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: {{{rushdown|}}}|An offensive playstyle that focuses on getting close to the opponent and attacking them relentlessly.}} | |||
{{#if: {{{safe|}}}|A move that cannot be punished after being used.}} | |||
{{#if: {{{scramble|}}}|A situation where both players are looking to quickly improvise their next action and gain advantage.}} | |||
{{#if: {{{search|}}}|A projectile that spawns at the opponent's location in Dissidia NT.}} | |||
{{#if: {{{secondary|}}}|An alternate character that isn't as well trained as a player's main character, but still strong.}} | |||
{{#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: {{{startup|}}}|The time it takes before an attack can do damage.}} | |||
{{#if: {{{stuff|}}}|Attacking the opponent as they are trying to attack you, and hitting them successfully. Ergo, "stuffing them".}} | {{#if: {{{stuff|}}}|Attacking the opponent as they are trying to attack you, and hitting them successfully. Ergo, "stuffing them".}} | ||
{{#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, two assist characters rarely hit each other, but they can hit their targets simultaneously instead.}} | |||
{{#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: {{{wakeup|}}}|The act of getting up after being knocked down on the ground. This is a bit different in Dissidia 012; Characters recovery automatically from wall rush, and they can manually recover in the air after hit stun ends.}} | |||
{{#if: {{{wallcarry|}}}|The distance travelled when a combo is happening. Longer distance means a combo pushes the opponent closer to the wall. In Dissidia 012, longer distance is better for getting a Wall Rush.}} | |||
{{#if: {{{wallrush|}}} {{{wallsplat|}}}|A damaged state where a character is stuck at the wall for a moment. Assists can do a combo during this time.}} | |||
{{#if: {{{wavehp|}}}|An energy wave projectile that travels a long distance.}} | |||
{{#if: {{{whiff|}}}|A missed attack that doesn't make any contact.}} | |||
{{#if: {{{whiffpunish|}}}|Hitting an opponent who missed (whiffed) their attack.}} | |||
{{#if: {{{wincondition|}}}|A specific situation that a character wants to reach to maximize their chance of winning. e.g. The Emperor wants to hit opponent with Jecht assist so he can charge his Starfall HP, and cast it before it can be stopped.}} | |||
{{#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: {{{zoner|}}}|A character whose main strategy involves zoning (long-range attacks).}} | |||
{{#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.}} | |||
}}</span> | }}</span> | ||
Revision as of 11:52, 10 June 2025
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