Template:Keyword: Difference between revisions

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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).
|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.
|f-shiki=Also known as "[[Fuzzy_Overhead|Fuzzy Overhead]]"{{Hrule}} 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-Shiki take advantage of this and use overheads that would miss on crouching character, but not on standing characters.
|fireball =A projectile which usually travels slowly across the screen in a horizontal path above the ground.
|fuzzy overhead=Also known as "[[Fuzzy_Overhead|F-Shiki]]"{{Hrule}} 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. Fuzzy Overheads take advantage of this and use overheads that would miss on crouching character, but not on standing characters.
|iad=Instant Air Dash{{Hrule}}Performing an air dash as fast as possible after jumping. Usually done with 956 input.
|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.
|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 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.
|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.
|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.
|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.
|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.
|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.
|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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Revision as of 16:48, 15 August 2021

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

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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-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..