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These are common terminologies used in Alpha 2 and other games. Specific terminology and mechanics will be explained below. | These are common terminologies used in Alpha 2 and other games. Specific terminology and mechanics will be explained below. | ||
''' | '''Normals, unique normals, specials, and super moves''' | ||
*Normals: Moves are moves you can input together with directions. | *Normals: Moves are moves you can input together with directions. | ||
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'''Frames, startup, | '''Frames, startup, active, and recovery''' | ||
*Frame: One image in a movie roll as in the old days. Alpha 2 runs at 60 frames per second. That means 60 images will be shown in 1 second, although the game is capturing inputs at a higher frequency. Whatever you do now will show up right on the screen on the next 1/60 of a second. Therefore, in games, we count the duration of things in frames. | *Frame: One image in a movie roll as in the old days. Alpha 2 runs at 60 frames per second. That means 60 images will be shown in 1 second, although the game is capturing inputs at a higher frequency. Whatever you do now will show up right on the screen on the next 1/60 of a second. Therefore, in games, we count the duration of things in frames. | ||
*Startup: The start of a move, | *Startup: The start of a move, the frame the move hits on (1st active frame). | ||
* | *Active: The portion of a move that can hit. Light attacks usually lasts of 3 or 4 frames, harder and special attacks last longer. For instance, a fireball is active for as long as it exists. | ||
*Recovery: At the expense of trying to attack, there is a period of time where you are recovering from that move, and your guard will be open, unless you cancel the previous attack into a new one. | *Recovery: At the expense of trying to attack, there is a period of time where you are recovering from that move, and your guard will be open, unless you cancel the previous attack into a new one. | ||
Revision as of 06:55, 14 February 2021
Glossary
These are common terminologies used in Alpha 2 and other games. Specific terminology and mechanics will be explained below.
Normals, unique normals, specials, and super moves
- Normals: Moves are moves you can input together with directions.
- Unique normals: Special commands, usually with a special function, such as Rose's slide
+
, Ryu's overhead
+
, and Chun's neck kick
+
.
- Special moves: A sequence that must be done fast and precisely enough to be executed. Example:
+
is the "hadouken."
- Super moves: Very damaging attacks that cost meter. Example:
,
+
in the Shinkuu Hadouken. They are done in 1, 2 or 3 levels, or doable only with 3 stocks.
- Press 1, 2 or 3 punches or kicks to use 1, 2 or 3 stocks of your meter, respectively. Other moves such as Akuma's Raging Demon require 3 stocks to be executed.
Frames, startup, active, and recovery
- Frame: One image in a movie roll as in the old days. Alpha 2 runs at 60 frames per second. That means 60 images will be shown in 1 second, although the game is capturing inputs at a higher frequency. Whatever you do now will show up right on the screen on the next 1/60 of a second. Therefore, in games, we count the duration of things in frames.
- Startup: The start of a move, the frame the move hits on (1st active frame).
- Active: The portion of a move that can hit. Light attacks usually lasts of 3 or 4 frames, harder and special attacks last longer. For instance, a fireball is active for as long as it exists.
- Recovery: At the expense of trying to attack, there is a period of time where you are recovering from that move, and your guard will be open, unless you cancel the previous attack into a new one.
Blockstun and hitstun
"Stuns" are pauses in the animation. During a hit or block, the game freezes both characters for 8 frames (or 7 for hit according to the note below). This notion will be very important when discussing alpha counter denial/reversal. Apparently, for alpha 2 there is an important change in frame data: for all grounded normals, hitstun is 1 frame faster (7f) than blockstun (8f).
This concept will be very important for a bit of information in the advanced section.
Counter hit
A move attempt that takes a "counter hit" during its start or recovery animation by another move will cause a counter hit. It gives 10% additional damage and 2 extra frames of hitstun (10f), allowing bigger combos and hit confirmations. Two frames are not too much too see, but you may try a follow up even if you don't see if it worked.
Combos
Combos allow you to attack in sequence. Once hit, your opponent cannot block it. The sequence of hits are usually executed by cancelling moves into specials or supers. You can also link normal moves.
Negative edge & piano
In alpha 2, you can execute special moves by releasing (negative) instead of pushing it, to give you extra leniency against execution mistakes. This concept is important later on in advanced tactics.
A piano input is just rolling your fingers in an arcade stick as in piano keys, increasing your chance of getting a move right.
Other terminology
Specific terminology that pertains to some advanced gameplay, such as juggle, will be explained when required.