Rising Thunder/Glossary: Difference between revisions

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{{RTCE Header}}


== Attack Properties ==
== Attack Properties ==
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     <div class="moveListCell">Definition</div>
     <div class="moveListCell">Definition</div>
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{{GenericTableRow | Invincible | Move has some frames of invincibility, which cannot be hit by anything. }}
{{GenericTableRow | Invincible | Move has some frames of invincibility, which cannot be hit by anything.}}
{{GenericTableRow | Projectile Invulnerable | Immune to projectiles sometime during the move.}}
{{GenericTableRow | Projectile Invulnerable | Immune to projectiles sometime during the move.}}
{{GenericTableRow | Throw Invulnerable | Immune to throws sometime during the move. }}
{{GenericTableRow | Throw Invulnerable | Immune to throws sometime during the move. }}
{{GenericTableRow | Force Stand | Makes the opponent enter their standing reel animation on hit. }}
{{GenericTableRow | Force Stand | Makes the opponent enter their standing reel animation on hit.}}
{{GenericTableRow | Power Hit | Power hits are special moves that cap at 33% scaling. All supers are marked as powerhits, as well as some special moves.}}
{{GenericTableRow | Power Hit | Power hits are special moves that cap at 33% scaling as opposed to the usual 15%. All supers are marked as powerhits, as well as some special moves.}}
{{GenericTableRow | Low Profile | Any move that distorts a characters hurtbox, allowing them to avoid moves they would normally be hit by.}}
{{GenericTableRow | Low Profile | Any move that distorts a characters hurtbox, allowing them to avoid moves they would normally be hit by.}}
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     <div class="moveListCell">Definition</div>
     <div class="moveListCell">Definition</div>
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{{GenericTableRow | Launch | launch causes a state of free juggle, where the opponent is vulnerable to be hit by any move that can hit airborne.}}
{{GenericTableRow | Free juggle state | A state where the opponent cannot do anything, and is not invulnerable until they hit the ground.}}
{{GenericTableRow | Spin Launch | Identical to launch, but causes a mid-air back turn state.}}
{{GenericTableRow | Launch | Launch makes the opponent leave the ground and enter free juggle state.}}
{{GenericTableRow | Twist | Causes a state of free juggle. Can be back teched when landing.}}
{{GenericTableRow | Spin Launch | Identical to launch, but causes a mid-air back turn state.}}
{{GenericTableRow | Backslide | Causes a knockdown that sends the opponent across the floor, can't be juggle out of. Can be back teched when landing.}}
{{GenericTableRow | Twist | Causes a free juggle state. Can be emergency teched when landing.}}
{{GenericTableRow | Ground bounce | Causes a state of free juggle. Only one ground bounce can be used per combo, the second will cause a knockdown. Can be back teched when landing.}}
{{GenericTableRow | Backslide | Causes a knockdown that sends the opponent sliding across the floor, can't be juggled out of. Can be emergency teched when landing.}}
{{GenericTableRow | Wall Bounce | Causes a state of free juggle. Only one wall bounce can be used per combo, the second will cause a Backslide. Can be back teched when landing.}}
{{GenericTableRow | Ground bounce | Causes a free juggle state. Only one ground bounce can be used per combo, the second will cause a knockdown. Can be emergency teched when landing.}}
{{GenericTableRow | Flip Out | The state usually assumed by getting hit by a move while airborne with non of the above properties. There is a brief period of vulnerability, followed by invincibility until you land.}}   
{{GenericTableRow | Wall Bounce | Causes a free juggle state. Only one wall bounce can be used per combo, the second will cause a Backslide. Can be emergency teched when landing.}}
{{GenericTableRow | Flip Out | The state usually assumed by getting hit airborne by a move that doesn't cause a free juggle state. There is a brief period of vulnerability, followed by invincibility until you land.}}   
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=== Cancel Properties ===
=== Cancel Properties ===
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     <div class="moveListCell">Definition</div>
     <div class="moveListCell">Definition</div>
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{{GenericTableRow | Chain   | A chain refers to when a normal is cancelled into another non-unique grounded normal. Nearly all light attacks chain into other light normals, but some characters have chains on other buttons.}}
{{GenericTableRow | Chain | A chain refers to when a normal is cancelled into another non-unique grounded normal. Nearly all light attacks chain into other light normals, but some characters have chains on other buttons. }}
{{GenericTableRow | Target Combo   | Target combos, like chains, are performed by cancelling a normal into another normal button. The key difference is the normal cancelled into is a unique normal, only accessible via the target combo, e.g Vlad cl.M xx H }}
{{GenericTableRow | Target Combo | Target combos, like chains, are performed by cancelling a normal into another normal button. The key difference is the normal cancelled into is a unique normal, only accessible via the target combo, e.g Vlad cl.M xx H }}
{{GenericTableRow | Special Cancel   | Moves that can be cancelled into special moves. Jump light normals are universally tagged as special cancel ok }}
{{GenericTableRow | Special Cancel | Moves that can be cancelled into special moves. Jump light normals are universally tagged as special cancel ok }}
{{GenericTableRow | OD Cancel   | Moves that can be cancelled into Overdrive }}
{{GenericTableRow | OD Cancel | Moves that can be cancelled into Overdrive }}
{{GenericTableRow | KA Cancel   | Moves that can be cancelled into Kinetic Advance}}
{{GenericTableRow | KA Cancel | Moves that can be cancelled into Kinetic Advance }}
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[[Category: Rising Thunder: Community Edition]]

Latest revision as of 06:40, 6 August 2021

Attack Properties

Move Properties

Term
Definition
Invincible
Move has some frames of invincibility, which cannot be hit by anything.
Projectile Invulnerable
Immune to projectiles sometime during the move.
Throw Invulnerable
Immune to throws sometime during the move.
Force Stand
Makes the opponent enter their standing reel animation on hit.
Power Hit
Power hits are special moves that cap at 33% scaling as opposed to the usual 15%. All supers are marked as powerhits, as well as some special moves.
Low Profile
Any move that distorts a characters hurtbox, allowing them to avoid moves they would normally be hit by.


Juggle Properties

Term
Definition
Free juggle state
A state where the opponent cannot do anything, and is not invulnerable until they hit the ground.
Launch
Launch makes the opponent leave the ground and enter free juggle state.
Spin Launch
Identical to launch, but causes a mid-air back turn state.
Twist
Causes a free juggle state. Can be emergency teched when landing.
Backslide
Causes a knockdown that sends the opponent sliding across the floor, can't be juggled out of. Can be emergency teched when landing.
Ground bounce
Causes a free juggle state. Only one ground bounce can be used per combo, the second will cause a knockdown. Can be emergency teched when landing.
Wall Bounce
Causes a free juggle state. Only one wall bounce can be used per combo, the second will cause a Backslide. Can be emergency teched when landing.
Flip Out
The state usually assumed by getting hit airborne by a move that doesn't cause a free juggle state. There is a brief period of vulnerability, followed by invincibility until you land.

Cancel Properties

Term
Definition
Chain
A chain refers to when a normal is cancelled into another non-unique grounded normal. Nearly all light attacks chain into other light normals, but some characters have chains on other buttons.
Target Combo
Target combos, like chains, are performed by cancelling a normal into another normal button. The key difference is the normal cancelled into is a unique normal, only accessible via the target combo, e.g Vlad cl.M xx H
Special Cancel
Moves that can be cancelled into special moves. Jump light normals are universally tagged as special cancel ok
OD Cancel
Moves that can be cancelled into Overdrive
KA Cancel
Moves that can be cancelled into Kinetic Advance