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== Terms and Definitions == | |||
* Mixup - When a player has multiple offensive options in a situation, and the opponent must predict correctly to avoid being hit. | === Situation Related === | ||
* '''Mixup''' - When a player has multiple offensive options in a situation, and the opponent must predict correctly to avoid being hit. | |||
* Wake Up - When a player gets up after being knocked down. | * '''Wake Up''' - When a player gets up after being knocked down. | ||
* Okizeme - Mixups that specifically occur on wake up. | * '''Okizeme''' - Mixups that specifically occur on wake up. | ||
* '''Trade Offs''' - A situation where a player must sacrifice a resource or alternative option in favor of another decision. | |||
* '''Block Strings''' - A situation where a player repeatedly attacks a blocking opponent. | |||
* '''Juggles''' - A situation where a player actively prevents the opponent from landing to continuously damage them. | |||
* '''Cross Up''' - When a player attacks the opponent immediately after changing which side they are facing. | |||
* '''The Neutral''' - When both players are neither blocking or attacking, and both players are attempting to get a hit in. | |||
* '''Neutral Stance''' - When a character is not performing any action, but they are able to do so. | |||
=== Character Attribute Related === | |||
* '''Matchup''' - Strategies that revolve around two specific characters. Matchups are used to determine what weaknesses and strengths two characters have when fighting each other. | |||
* '''Well-Rounded''' - A character that is designed to have a variety of attacks. They excel at having the most responses for a given situation. | |||
* '''Rushdown''' - A character that is designed to fight up close rather than at a distance. The excel at chasing down the opponent and close range combat. | |||
* '''Runaway''' - A character that is designed to hit the opponent with low risk attacks and flee after doing so. They excel at forcing the opponent to approach them. | |||
* '''Grappler''' - A character that is designed to inflict a lot of damage after grabbing someone. They excel at defensive, close range situations. | |||
* '''Mobility''' - A trait that offers a character multiple ways to escape and approach with movement. | |||
* '''Consistency''' - A trait that helps a character maintain the same options throughout the match. | |||
* '''Variety''' - A trait that offers a character different types of attacks. This increases their options for different situations. | |||
=== Combo Related === | |||
* '''Combo''' - A series of attacks that connect with each other and prevent the opponent from blocking during those attacks. | |||
* '''Touch of Death''' - Also abbreviated as TOD, a touch of death is a combo that completely depletes the opponent's health from one hit. | |||
* '''Juggle Extender''' - A move that keeps the opponent in the air. It's used to prevent the opponent from landing and to increase your damage during a juggle. | |||
* '''Stun''' - An inflicted status that prevents the opponent from acting for a certain period of time. | |||
* '''Combo Potential''' - The ability to interchange your attacks to create a variety of combos. A low combo potential means a character does not have many, interchangeable attacks. | |||
* '''Damage Potential''' - The ability to deal high amounts of damage consistently. A low damage potential means a character cannot inflict high amounts of damage consistently. | |||
* '''Stun Potential''' - The ability to inflict stun consistently. A low stun potential means a character cannot inflict stun consistently. | |||
* '''Link''' - When two moves combo into each other by letting the first move entirely complete its recovery before starting the second move. | |||
* '''Cancel''' - Interrupting the recovery of an attack to immediately transition to another move. | |||
* '''Hitbox''' - The area of an attack where it's capable of hitting the opponent. | |||
* '''Hurtbox''' - The area of a character's sprite where they're able to be hit. | |||
* '''Frame''' - A measurement of time that's used to determine how long an attack takes. | |||
* '''Startup Frames''' - The period of time before a hitbox appears on an attack. | |||
* '''Active Frames''' - The period of time where a hitbox is active. | |||
* '''Recovery Frames''' - The period of time after the hitbox is no longer active, and the character returns to a neutral stance. | |||
* '''On Hit''' - How long it takes a character to recover after hitting a non-blocking opponent. | |||
* '''On Block''' - How long it takes a character to recover after hitting a blocking opponent. | |||
{{Navbox-Galaxy Fight: Universal Warriors}} | |||
[[Category:Galaxy Fight: Universal Warriors]] |
Latest revision as of 09:31, 13 October 2022
Terms and Definitions
Situation Related
- Mixup - When a player has multiple offensive options in a situation, and the opponent must predict correctly to avoid being hit.
- Wake Up - When a player gets up after being knocked down.
- Okizeme - Mixups that specifically occur on wake up.
- Trade Offs - A situation where a player must sacrifice a resource or alternative option in favor of another decision.
- Block Strings - A situation where a player repeatedly attacks a blocking opponent.
- Juggles - A situation where a player actively prevents the opponent from landing to continuously damage them.
- Cross Up - When a player attacks the opponent immediately after changing which side they are facing.
- The Neutral - When both players are neither blocking or attacking, and both players are attempting to get a hit in.
- Neutral Stance - When a character is not performing any action, but they are able to do so.
Character Attribute Related
- Matchup - Strategies that revolve around two specific characters. Matchups are used to determine what weaknesses and strengths two characters have when fighting each other.
- Well-Rounded - A character that is designed to have a variety of attacks. They excel at having the most responses for a given situation.
- Rushdown - A character that is designed to fight up close rather than at a distance. The excel at chasing down the opponent and close range combat.
- Runaway - A character that is designed to hit the opponent with low risk attacks and flee after doing so. They excel at forcing the opponent to approach them.
- Grappler - A character that is designed to inflict a lot of damage after grabbing someone. They excel at defensive, close range situations.
- Mobility - A trait that offers a character multiple ways to escape and approach with movement.
- Consistency - A trait that helps a character maintain the same options throughout the match.
- Variety - A trait that offers a character different types of attacks. This increases their options for different situations.
Combo Related
- Combo - A series of attacks that connect with each other and prevent the opponent from blocking during those attacks.
- Touch of Death - Also abbreviated as TOD, a touch of death is a combo that completely depletes the opponent's health from one hit.
- Juggle Extender - A move that keeps the opponent in the air. It's used to prevent the opponent from landing and to increase your damage during a juggle.
- Stun - An inflicted status that prevents the opponent from acting for a certain period of time.
- Combo Potential - The ability to interchange your attacks to create a variety of combos. A low combo potential means a character does not have many, interchangeable attacks.
- Damage Potential - The ability to deal high amounts of damage consistently. A low damage potential means a character cannot inflict high amounts of damage consistently.
- Stun Potential - The ability to inflict stun consistently. A low stun potential means a character cannot inflict stun consistently.
- Link - When two moves combo into each other by letting the first move entirely complete its recovery before starting the second move.
- Cancel - Interrupting the recovery of an attack to immediately transition to another move.
- Hitbox - The area of an attack where it's capable of hitting the opponent.
- Hurtbox - The area of a character's sprite where they're able to be hit.
- Frame - A measurement of time that's used to determine how long an attack takes.
- Startup Frames - The period of time before a hitbox appears on an attack.
- Active Frames - The period of time where a hitbox is active.
- Recovery Frames - The period of time after the hitbox is no longer active, and the character returns to a neutral stance.
- On Hit - How long it takes a character to recover after hitting a non-blocking opponent.
- On Block - How long it takes a character to recover after hitting a blocking opponent.