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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 |
| |iad=Instant Air Dash{{Hrule}}Performing an air dash as fast as possible after jumping. Usually done with 956 input.
| | }}</includeonly><noinclude>{{clear}}{{doc}}</noinclude> |
| |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.
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| |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.
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| |install =A move, usually a super, which changes the properties of the character themself, usually for the better. See: Sol Badguy's Dragon Install.
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| |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.
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| |low profile =A state in which the character's hurtboxes are significantly closer to the ground than is normal for the game.
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| |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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| |okizeme =Attacking an opponent about to wake up, usually with meaty attacks or mixups.
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| |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.
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| |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.
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| |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.
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| |rekka =A series of special attacks that are only available after the first one is performed.
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| |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.
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| |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.
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| |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.
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| |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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| |crossup|cross-up = Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.
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| }}}}</includeonly><noinclude>{{clear}}{{doc}}</noinclude>
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