Template:Keyword: Difference between revisions

Template page
mNo edit summary
mNo edit summary
Line 2: Line 2:
|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).
|crossup|cross-up = Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.
|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.
|f-shiki=Also known as "[[Fuzzy_Overhead|Fuzzy Overhead]]"{{Hrule}} When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shiki take advantage of this and use overheads that would miss on crouching character, but not on standing characters.
|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.
|fuzzy overhead=Also known as "[[Fuzzy_Overhead|F-Shiki]]"{{Hrule}} When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. Fuzzy Overheads take advantage of this and use overheads that would miss on crouching character, but not on standing characters.
|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.
Line 20: Line 23:
|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.
}}}}</includeonly><noinclude>{{clear}}{{doc}}</noinclude>
}}}}</includeonly><noinclude>{{clear}}{{doc}}</noinclude>

Revision as of 16:45, 7 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-shikiAlso known as "Fuzzy Overhead" When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shiki take advantage of this and use overheads that would miss on crouching character, but not on standing characters. 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..