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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:stagger}} | The attack briefly stuns the opponent.}} | |||
{{GenericTableRow | {{#motion:crumple}} | The attack stuns the opponent. If not hit, the stunned opponent falls to the ground.}} | |||
{{GenericTableRow | {{#motion:armored}} | This attack can absorb one hit during its startup without being put into hitstun. }} | {{GenericTableRow | {{#motion:armored}} | This attack can absorb one hit during its startup without being put into hitstun. }} | ||
{{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:groundbounce}} | The attack bounces the opponent off the ground, allowing for combo opportunities. Only one of these is allowed per combo. }} | ||
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{{GenericTableRow | {{#motion:hardknockdown}} | The attack knocks the opponent to the ground and the opponent cannot move until their character gets up. 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. The opponent can choose to roll away in either direction. }} | ||
{{GenericTableRow | {{#motion:startupinv}} | The attack has some invulnerability in the beginning of its execution.}} | {{GenericTableRow | {{#motion:startupinv}} | The attack has some invulnerability in the beginning of its execution.}} | ||
{{GenericTableRow | {{#motion:airok}} | This attack can be done in the air or from the ground. }} | {{GenericTableRow | {{#motion:airok}} | This attack can be done in the air or from the ground. }} |
Revision as of 08:49, 15 February 2011


Attack Properties
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:unblockable}}
This attack cannot be 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: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:armored}}
This attack can absorb one hit during its startup without being put into hitstun.
{{#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 right away.
{{#motion:hardknockdown}}
The attack knocks the opponent to the ground and the opponent cannot move until their character gets up. The opponent can choose to roll away in either direction.
{{#motion:startupinv}}
The attack has some invulnerability in the beginning of its execution.
{{#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.
{{#motion:aironly}}
This move can only be performed in the air.
{{#motion:dashcancel}}
This ground attack can be cancelled into a front or back dash.
{{#motion:airdashcancel}}
This air attack can be cancelled into an air dash.
{{#motion:nocancel}}
This attack cannot be cancelled into specials or supers.
Controller Motion Terminology
Term
Definition
QCF
{{#motion: qcf}} Quarter circle forward
QCB
{{#motion: qcb}} Quarter circle back
HCF
{{#motion: hcf}} Half circle forward
HCB
{{#motion: hcb}} Half circle back
DP
{{#motion: dp}} Dragon-punch type motion. Forward, down, down/forward
RDP
{{#motion: rdp}} Reverse dragon-punch type motion. Back, down, down/back