Template:Keyword: Difference between revisions

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  |abare =An attack during the opponent's pressure, intended to interrupt it.
|abare =An attack during the opponent's pressure, intended to interrupt it.
  |armor =A property which lets a move continue when hit by a set number of moves (usually taking reduced damage).
|armor =A property which lets a move continue when hit by a set number of moves (usually taking reduced damage).
  |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.
  |iad=Instant Air Dash{{Hrule}}Performing an air dash as fast as possible after jumping. Usually done with 956 input.
|iad=Instant Air Dash{{Hrule}}Performing an air dash as fast as possible after jumping. Usually done with 956 input.
  |ias="Instant Air Special", 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.
|ias="Instant Air Special", 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 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.
  |okizeme =Attacking an opponent about to wake up, usually with meaty attacks or mixups.
|okizeme =Attacking an opponent about to wake up, usually with meaty attacks or mixups.
 |os|option select=A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.
|os|option select=A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.
  |prorate|proration =A type of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.
|prorate|proration =A type of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.
  |rave =Short for "Deadly Rave"{{Hrule}}A super move in which a player must press a series of buttons (usually eight button presses and a quarter-circle move) after execution in order to complete the move.
|rave =Short for "Deadly Rave"{{Hrule}}A super move in which a player must press a series of buttons (usually eight button presses and a quarter-circle move) after execution in order to complete the move.
  |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''.
|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''.
  |crossup|cross-up = Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.
|crossup|cross-up = Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.
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Revision as of 16:31, 7 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..