Anonymous user
Glossary: Difference between revisions
Jump to navigation
Jump to search
→General Terms
mNo edit summary |
|||
Line 61: | Line 61: | ||
* '''Recovery Frame''' - A period of time after a hitbox is no longer active in which the player must wait for the move's animation to finish before using it again. | * '''Recovery Frame''' - A period of time after a hitbox is no longer active in which the player must wait for the move's animation to finish before using it again. | ||
* '''Punish''' | * '''Punish''' - When a player uses an advantage gained from a whiff/misstep to deal basically free damage to an opponent. | ||
* '''Guard/Block''' - A defensive state that heavily reduces damage and prevents hitstun from attacks, in exchange for being unable to perform any action. | * '''Guard/Block''' - A defensive state that heavily reduces damage and prevents hitstun from attacks, in exchange for being unable to perform any action. | ||
Line 83: | Line 83: | ||
* '''Anti-Air''' - An attack that specifically succeeds in preventing an opponent from excelling in the air or simply knocks them out of the air. | * '''Anti-Air''' - An attack that specifically succeeds in preventing an opponent from excelling in the air or simply knocks them out of the air. | ||
* '''Trade''' | * '''Trade''' - When attacks occur in an equal or almost equal frequency between two players. i.e. players landing attacks in an alternate fashion. | ||
* '''Clash''' - When two active hitboxes collide, canceling each other out. | * '''Clash''' - When two active hitboxes collide, canceling each other out. | ||
Line 91: | Line 91: | ||
* '''Invincibility Frames/I-Frames''' | * '''Invincibility Frames/I-Frames''' | ||
* '''Armor/Super Armor''' | * '''Armor/Super Armor''' - Extra damage absorption that does not lead to a knockdown. | ||
* '''Turtling''' | * '''Turtling''' - The tactic of staying hyperdefensive, usually when a clear-cut lead is present. | ||
* '''Neutral''' | * '''Neutral''' | ||
* '''Mixup''' | * '''Mixup''' - When you perform an action out of the norm, or out of a pattern, intending to catch an opponent off guard. | ||
* '''Pressure''' | * '''Pressure''' - Applying a series of attacks against an opponent intending to not let them have time to breathe/reset/think. | ||
* '''Rushdown''' - The tactic of maintaining heavy pressure on an opponent in order to gain advantageous position. | |||
* '''Zoning''' - The tactic of keeping an opponent at a certain distance to maintain advantage. | |||
* '''Zoning''' | |||
* '''Whiff''' - When an attack misses its intended target. | * '''Whiff''' - When an attack misses its intended target. | ||
Line 111: | Line 111: | ||
* '''Juggle''' | * '''Juggle''' | ||
* '''Poke''' | * '''Poke''' - A light attack meant to keep an opponent in check, very similar to pressuring but utilizing lighter attacks at a lesser frequency. | ||
* '''Magic Pixel''' - An instance in which one's health bar appears to be empty, but they are not yet KO'd. | * '''Magic Pixel''' - An instance in which one's health bar appears to be empty, but they are not yet KO'd. | ||
* '''Buffer''' | * '''Buffer''' | ||
* '''Tech''' - [[Advanced Techniques]] found by players that grants a character or ARM addition tools in battle. | * '''Tech''' - [[Advanced Techniques]] found by players that grants a character or ARM addition tools in battle. |