Template:Sandbox: Difference between revisions
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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. An action that is cancelled into 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 depletes 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: {{{emptychase|}}}|A chase sequence where the initiator does nothing.}} | {{#if: {{{emptychase|}}}|A chase sequence where the initiator does nothing.}} | ||
{{#if: {{{exr|}}}|EX Revenge. Abbreviated as EXR.}} | {{#if: {{{exr|}}}|EX Revenge. Abbreviated as EXR.}} | ||
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{{#if: {{{frameadvantage|}}}|Fighting game term that describes who is able to act first. Player who can act first is considered "plus", while a player who acts second is considered "minus" in a given situation.}} | {{#if: {{{frameadvantage|}}}|Fighting game term that describes who is able to act first. Player who can act first is considered "plus", while a player who acts second is considered "minus" in a given situation.}} | ||
{{#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 | {{#if: {{{footsies|}}}|A nebulous fighting game term, commonly refers to two players moving around and trying to each other.}} | ||
{{#if: {{{glasscannon|}}}|A character that has low health, but exceptional tools for damage, resources or other things. Characters can be built this way in Dissidia 012.}} | {{#if: {{{glasscannon|}}}|A character that 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.}} | ||
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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.}} | ||
}}</span> | }}</span> | ||
<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: | |||
<pre> | |||
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 | |||
</pre> | |||
</noinclude> | |||
Revision as of 13:06, 10 June 2025
{{{1}}}
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