Rising Thunder/Glossary

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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. 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
Launch
launch causes a state of free juggle, where the opponent is vulnerable to be hit by any move that can hit airborne.
Spin Launch
Identical to launch, but causes a mid-air back turn state.
Twist
Causes a state of free juggle. Can be back teched when landing.
Backslide
Causes a knockdown that sends the opponent across the floor, can't be juggle out of. Can be back teched when landing.
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.
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.
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.


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