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{{GenericTableRow | {{#motion:otg}} | Off the ground. The attack picks up a grounded opponent, usually to continue a combo after a knockdown.}} | {{GenericTableRow | {{#motion:otg}} | Off the ground. The attack picks up a grounded opponent, usually to continue a combo after a knockdown.}} | ||
{{GenericTableRow | {{#motion:launch}} | The attack launches the opponent in the air. Press {{#motion:u}} to follow and air combo. }} | {{GenericTableRow | {{#motion:launch}} | The attack launches the opponent in the air. Press {{#motion:u}} to follow and air combo. }} | ||
{{GenericTableRow | {{#motion:groundbounce}} | The attack bounces the opponent off the ground, allowing for combo opportunities. }} | {{GenericTableRow | {{#motion:groundbounce}} | The attack bounces the opponent off the ground, allowing for combo opportunities. Only one of these is allowed per combo. }} | ||
{{GenericTableRow | {{#motion:wallbounce}} | The attack bounces the opponent off the far wall, allowing for combo opportunities.}} | {{GenericTableRow | {{#motion:wallbounce}} | The attack bounces the opponent off the far wall, allowing for combo opportunities. Only one of these is allowed per combo. }} | ||
{{GenericTableRow | {{#motion:softknockdown}} | The attack knocks the opponent to the ground, but the opponent can choose to roll away in either direction.}} | {{GenericTableRow | {{#motion:softknockdown}} | The attack knocks the opponent to the ground, but the opponent can choose to roll away in either direction.}} | ||
{{GenericTableRow | {{#motion:hardknockdown}} | The attack knocks the opponent to the ground and the opponent cannot move until their character gets up. }} | {{GenericTableRow | {{#motion:hardknockdown}} | The attack knocks the opponent to the ground and the opponent cannot move until their character gets up. }} |
Revision as of 09:36, 11 February 2011
Term
Definition
{{#motion:low}}
The attack must be blocked from a crouch
{{#motion:high}}
The attack must be blocked standing up
{{#motion:throw}}
The is a throw. Throws cannot be blocked.
{{#motion:chipdamage}}
The attack does a small amount of damage when blocked.
{{#motion:otg}}
Off the ground. The attack picks up a grounded opponent, usually to continue a combo after a knockdown.
{{#motion:launch}}
The attack launches the opponent in the air. Press {{#motion:u}} to follow and air combo.
{{#motion:groundbounce}}
The attack bounces the opponent off the ground, allowing for combo opportunities. Only one of these is allowed per combo.
{{#motion:wallbounce}}
The attack bounces the opponent off the far wall, allowing for combo opportunities. Only one of these is allowed per combo.
{{#motion:softknockdown}}
The attack knocks the opponent to the ground, but the opponent can choose to roll away in either direction.
{{#motion:hardknockdown}}
The attack knocks the opponent to the ground and the opponent cannot move until their character gets up.
{{#motion:startupinv}}
The attack has some invulnerability in the beginning of its execution.
{{#motion:stagger}}
The attack briefly stuns the opponent.
{{#motion:crumple}}
The attack stuns the opponent. If not hit, the stunned opponent falls to the ground.
{{#motion:airok}}
This attack can be done in the air or from the ground.
{{#motion:jcancel}}
The attack can be canceled with a jump.
{{#motion:djcancel}}
This air attack can be canceled with a double jump.