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   |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.
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   |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.
  |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''.
   |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.
  |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.
   |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.
   |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.
   |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''.
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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

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{{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..