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{{#if: {{{013|}}}|013 refers to the thirteenth cycle in the game's story. It is also used informally to refer to the original Dissidia game.}} | |||
{{#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: {{{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: {{{combo|}}}|A sequence of attacks that are unavoidable as it is once the first hit lands. Assist or EX gauge must be used to escape this.}} | |||
{{#if: {{{commandblock|}}}|An attack that has block properties. Most of them block on frame 1 and attack after a moment, e.g. Sephiroth's Scintilla.}} | |||
{{#if: {{{cross-up|}}}|An attack that comes from above that hits behind block. This can also change opponent's directional attack input on the ground.}} | |||
{{#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: {{{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: {{{dc|}}}|Dodge cancel. An action that is cancelled into a dodge. Abbreviated as DC.}} | |||
{{#if: {{{emptychase|}}}|A chase sequence where the initiator does nothing.}} | |||
{{#if: {{{exr|}}}|EX Revenge. Abbreviated as EXR.}} | |||
{{#if: {{{fad|}}}|Free Air Dash. A basic ability. Abbreviated as FAD.}} | |||
{{#if: {{{filler|}}}|An attack that is done during an assist's attack. This adds damage, and the combo continues afterwards.}} | |||
{{#if: {{{frame|}}}|A unit used to measure time in a game. In Dissidia 012, 30 frames equals one second of real time.}} | |||
{{#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: {{{footsies|}}}|A nebulous fighting game term, commonly refers to two players moving around and making good plays.}} | |||
{{#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: {{{hitandrun|}}}|A playstyle with primarily evasive movement and occasional offense when in good range.}} | |||
{{#if: {{{hitconfirm|}}}|The act of performing an attack, reacting to it hitting and following up appropriately. Ergo, "confirming" it.}} | |||
{{#if: {{{hitstun|}}}|The period of time when a character cannot do an action after getting hit by an attack.}} | |||
{{#if: {{{hitbox|}}}|An invisible predefined area that determines how an attack can come into contact with a character. If this makes contact with a character, the attack connects. Bigger hitbox means it's easier to land the attack.}} | |||
{{#if: {{{hitstop|}}}|A brief moment when the game pauses when an attack hits successfully. This is a very subtle effect in Dissidia 012.}} | |||
{{#if: {{{hold|}}}|Holding an opponent in place with an attack, usually to set up an assist combo. In Dissidia NT, other players can follow up instead of assists.}} | |||
{{#if: {{{hurtbox|}}}|An invisible predefined area that determines how a character can come into contact with an attack. If this makes contact with an attack, the character gets hit. Bigger hurtbox means it's easier to get hit.}} | |||
{{#if: {{{hplink|}}}|An HP attack that branches from a bravery attack. e.g. Cloud's Slashing Blow into Omnislash Version 5.}} | |||
{{#if: {{{hplinker|}}}|Characters with prominent BRV-to-HP links, such as Firion, Cloud and Zidane.}} | |||
{{#if: {{{innatebrv|}}}|A character's bravery without any modifiers from equipment etc. At LV100, this is 667 for every character. Effects like Bravery Boost on Dodge scale off of this.}} | |||
{{#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: {{{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: {{{stuff|}}}|Attacking the opponent as they are trying to attack you, and hitting them successfully. Ergo, "stuffing them".}} | |||
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Revision as of 11:28, 10 June 2025
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