mNo edit summary |
m (sorted alphabeticallly) |
||
Line 4: | Line 4: | ||
|dp =Dragon Punch{{Hrule}}A move that has invulnerability during its startup, long recovery, and a rising motion. | |dp =Dragon Punch{{Hrule}}A move that has invulnerability during its startup, long recovery, and a rising motion. | ||
|fireball =A projectile which usually travels slowly across the screen in a horizontal path above the ground. | |fireball =A projectile which usually travels slowly across the screen in a horizontal path above the ground. | ||
|ias=Also known as "Tiger Knee"{{Hrule}}A method to perform a special move in the air as fast as possible after you leave the ground. For Example: 2369 for a j.236 input. | |||
|ib =Instant Block{{Hrule}}A special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both. | |ib =Instant Block{{Hrule}}A special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both. | ||
|install =A move, usually a super, which changes the properties of the character themself, usually for the better. See: Sol Badguy's Dragon Install. | |install =A move, usually a super, which changes the properties of the character themself, usually for the better. See: Sol Badguy's Dragon Install. | ||
|low crush=A move that is designed to avoid low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground, or it might be specifically programmed to be unhittable by any attack marked as a low hit. | |||
|low profile =A state in which the character's hurtboxes are significantly closer to the ground than is normal for the game. | |low profile =A state in which the character's hurtboxes are significantly closer to the ground than is normal for the game. | ||
|okiwaza =To pre-emptively use an attack with the intent of covering a specific space or to hit an opponent's extended hurtbox during their move's startup. | |okiwaza =To pre-emptively use an attack with the intent of covering a specific space or to hit an opponent's extended hurtbox during their move's startup. | ||
Line 13: | Line 15: | ||
|rekka =A series of special attacks that are only available after the first one is performed. | |rekka =A series of special attacks that are only available after the first one is performed. | ||
|shoto =Short for "Shotokan"{{Hrule}}A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. | |shoto =Short for "Shotokan"{{Hrule}}A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. | ||
|tick throw =A throw done after attacks, as soon as throw invulnerability expires on the opponent, making it very hard to react to and escape from. | |tick throw =A throw done after attacks, as soon as throw invulnerability expires on the opponent, making it very hard to react to and escape from. | ||
|tiger knee=A method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. | |tiger knee=A method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. | ||
| | |yomi =''Knowing the mind of the opponent''{{Hrule}}From Japanese: To understand in some way what is going on in the mind of the other player and play around it. Usually involved in ''reads'' and ''conditioning''. | ||
}}}}</includeonly><noinclude>{{clear}}{{doc}}</noinclude> | }}}}</includeonly><noinclude>{{clear}}{{doc}}</noinclude> |
Revision as of 17:18, 2 July 2021
A template which fetches a definition for a given term from our Glossary and displays it on mouse-over.
Example
plain text:
{{keyword|f-shiki}} is used in your {{keyword|B&Bs|term=B&B}} to implement {{keyword|abare}} as a type of {{keyword|okizeme}} which involves {{keyword|yomi}}.
renders: f-shiki is used in your B&Bs to implement abareAn attack during the opponent's pressure, intended to interrupt it. as a type of okizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups. which involves yomiKnowing the mind of the opponentFrom Japanese: To understand in some way what is going on in the mind of the other player and play around it. Usually involved in reads and conditioning..
The above documentation is transcluded from Template:Keyword/doc. (edit | history)