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|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. | ||
|ias=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 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. | ||
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|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''. | ||
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