# Thread: Terminology Used on Dustloop Defined

1. Originally Posted by keinight
What is "Special Cancel" ? Is it similar to Revolver action?
Yeah, you just use a special move to cancel a normal attack.

2. Originally Posted by SansProtocol
Yeah, you just use a special move to cancel a normal attack.
Thanks.

3. Can someone explain me what p1 and p2 in the frame data means?

4. Originally Posted by pianomaster1988
Can someone explain me what p1 and p2 in the frame data means?
There's a full, technical explanation of it HERE, but the layman's version is that P1 is the amount a move prorates by when it is the first move in a combo, and P2 is the amount a move prorates by ANYTIME it is used in a combo.

And yes, BOTH are applied to the first hit.

So if you have a move with 90 P1 and 92 P2 (a strong starter) your next move will do .9 * .92 = .828 times its normal damage. And lets say that next move has a P2 of 70. That means the third move will do .828 * .7 = .5796 times its normal damage.

Proration is complicated. The super short version is that the higher those numbers are, the 'better' the move is in terms of keeping a combo going, but P1 only applies to the first move in a combo. This is why comboing into Jayoku Houtenjin is better than just hitting with it 'raw' - it has a 50 P1 but a 94 P2. So for example, if you do Jayoku > Stuff, the stuff is only going to 47% of its normal damage (.5 * .94) but if you do 5B > Jayoku > Stuff the stuff will do .9 * .89 * .94 = 75.2% damage.

There's also other proration stuff like "same move proration" and "bonus proration" but I'll let you hit the Wiki for that. :P

5. what does RTSD stand for?

6. rush that shit down

7. Thanks for the explanation and the example. Let me see if I gather the enough courage to learn the mathematic stuff.

8. Originally Posted by pianomaster1988
Thanks for the explanation and the example. Let me see if I gather the enough courage to learn the mathematic stuff.
It's really not that important, unless you're really planning to try to develop your own combos, and even then it's basically just "high numbers = good". I really can't think of any reason you would ever really care enough to "do the math" on a combo unless you were away from the game and really wanted to figure out if something "should work". Otherwise, the Proration numbers are mostly interesting for "Okay, so my best starter is X" and "If possible, I should use 5A instead of 2A because it has a better P1" or "I really don't want to start with Y, but rather to combo into it" - which are all just looking at the numbers and understanding what they mean, rather than sitting down and doing a bunch of math.

9. Chicken block was something that I hadn't figured out till now but because of this terminology thread I have sorted out that too...

10. What is FRC and how do you do it?

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