Template:Keyword: Difference between revisions

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(Adds "tic throw" as a keyword. I'm hoping this works?)
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<includeonly>{{Tt|{{{1}}}|{{#switch:{{lc:{{{1|}}}}}
<includeonly>{{#cargo_query:tables=Glossary
  |abare =An attack during the opponent's pressure, intended to interrupt it.
|fields=term,definition
  |armor =A property which lets a move continue when hit by a set number of moves (usually taking reduced damage).
|where=term="{{{1}}}" {{#if: {{{gameSpecifier|}}}| and gameSpecifier="{{{gameSpecifier|}}}"|}}
  |dp =Dragon Punch{{Hrule}}A move that has invulnerability during its startup, long recovery, and a rising motion.
|format=template
  |fireball =A projectile which usually travels slowly across the screen in a horizontal path above the ground.
|template=Tt
  |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.
}}</includeonly><noinclude>{{clear}}{{doc}}</noinclude>
  |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 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.
  |okizeme =Attacking an opponent about to wake up, usually with meaty attacks or mixups.
  |prorate =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.
  |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.
  |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''.
  |tic 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.{{Hrule}}Also known as a ''tick throw''
}}}}</includeonly><noinclude>{{clear}}{{doc}}</noinclude>

Revision as of 12:27, 16 September 2022

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-ShikiSometimes 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-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. is used in your No results to implement AbareAn attack during the opponent's pressure, intended to interrupt it. as a type of OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. which involves YomiFrom Japanese "読み". Knowing the mind of the opponentTo 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..