Leviathean (talk | contribs) mNo edit summary |
Leviathean (talk | contribs) m (Just cleaning up definitions of notation.) |
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* High — Can be blocked standing. | * High — Can be blocked standing. | ||
* Low — Can be blocked crouching. | * Low — Can be blocked crouching. | ||
* Throw — Unblockable on the ground. | * Throw — Unblockable on the ground. The opponent can avoid damage either by staying out of range, or by staying midair. | ||
* Air Throw — Unblockable midair. | * Air Throw — Unblockable midair. The opponent can avoid damage either by staying out of range, or by staying on the ground. | ||
* Counterhit - | * Unblockable — Unblockable, period. The opponent can avoid damage only by staying out of range. | ||
* | * Counterhit - Harmless unless the opponent attacks you with a counterable move, which will then be countered with an unblockable attack. | ||
* Press [x] - The last button pressed by the opponent must be the button specified in order to escape damage. Thus, mashing buttons will not give the opponent any advantage, since the game will only use the last button pressed. | |||
Note: Even if a move cannot be blocked midair, it can still be recoil guarded midair as long as it is not unblockable. | Note: Even if a move cannot be blocked midair, it can still be recoil guarded midair as long as it is not unblockable. | ||
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{{ | {{EFZ}} | ||
[[Category:Eternal Fighter ZERO]] | [[Category:Eternal Fighter ZERO]] |
Latest revision as of 16:02, 23 April 2007
Short Form | Long Form | Definition |
Move | Move Input | The input required to execute the move. All listings are in Numeric Notation. |
Hits | Number of Hits | The number of times the move will hit the opponent. |
Damage | Damage | The base amount of damage done by the move, before any multipliers or proration is factored in. However, for multi-hit moves, usually one lump sum which includes intra-hit proration will be used for simplicity. |
Guard | Guard | The way the opponent must act in order to avoid getting hit. The following entries are valid here:
Note: Even if a move cannot be blocked midair, it can still be recoil guarded midair as long as it is not unblockable. Any unblockable attack cannot be recoil guarded. |
Move Cancel | Move Cancellable | "Yes" indicates that this move can be cancelled into another move. |
Jump Cancel | Jump Cancellable | "Yes" indicates that this move can be cancelled into a jump. |
IC Cancel | Instant Charge Cancellable | "Yes" indicates that this move can be cancelled with an instant change. |