Template:Keyword: Difference between revisions
Muggshotter (talk | contribs) (Adjusted wording for recovery. Added plink term.) |
Muggshotter (talk | contribs) (Adjusted the definition for zoner. Minor adjustments to definitions for glasscannon, karacancel,) |
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{{#if: {{{clash|}}}|When two melee attacks collide at the same time, resulting in a stagger. This can also happen when dashes collide.}} | {{#if: {{{clash|}}}|When two melee attacks collide at the same time, resulting in a stagger. This can also happen when dashes collide.}} | ||
{{#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: {{{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 | {{#if: {{{commandblock|}}}|An attack that has block properties. Most of them block instantly and attack after a moment, e.g. Sephiroth's Scintilla.}} | ||
{{#if: {{{counterhit|}}} {{{stuff|}}}|Attacking the opponent as they are trying to attack you, and hitting them successfully.}} | {{#if: {{{counterhit|}}} {{{stuff|}}}|Attacking the opponent as they are trying to attack you, and hitting them successfully.}} | ||
{{#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: {{{cross-up|}}}|An attack that comes from above that hits behind block. This can also change opponent's directional attack input on the ground.}} | ||
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{{#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 trying to each other.}} | {{#if: {{{footsies|}}}|A nebulous fighting game term, commonly refers to two players moving around and trying to each other.}} | ||
{{#if: {{{glasscannon|}}}|A character | {{#if: {{{glasscannon|}}}|A character who 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.}} | ||
{{#if: {{{hitandrun|}}}|A playstyle with primarily evasive movement and occasional offense when in good range.}} | {{#if: {{{hitandrun|}}}|A playstyle with primarily evasive movement and occasional offense when in good range.}} | ||
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{{#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: {{{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 | {{#if: {{{karacancel|}}}|The ability to quickly chain 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: {{{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.}} | ||
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{{#if: {{{winnersbracket|}}}|A side in a double elimination tournament where the players have not lost a set yet.}} | {{#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: {{{zidaerith|}}}|Zidane with Aerith assist. A notable synergy for high damage output with air combos.}} | ||
{{#if: {{{zoner|}}}|A character whose main strategy involves | {{#if: {{{zoner|}}}|A character whose main strategy involves long-range attacks from a distance.}} | ||
{{#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></includeonly> | }}</span></includeonly> | ||