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dustloop>TarkusLee
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  |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).
  |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.
  |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.
  |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''.
  |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.
  |os=A situation where performing the same inputs can lead to several different outcomes depending on how the characters interact. Often abbreviated as "OS".
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Latest revision as of 21:52, 7 October 2024

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