Template:Keyword: Difference between revisions

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   |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.
   |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.
  |iad=Instant Air Dash{{Hrule}}Performing an air dash as fast as possible after jumping. Usually done with 956 input.
   |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.
   |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.
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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.
   |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.
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Revision as of 20:45, 3 July 2021

A template which fetches a definition for a given term from our Glossary and displays it on mouse-over.

Example

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{{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-shiki 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..