Jackie Chan in Fists of Fire/Glossary: Difference between revisions
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===Important Terminology=== | ===Important Terminology=== | ||
''' | * '''Autocombo:''' another name for normal string/special string - the two unique chain combos every character has | ||
* '''cl.:''' close - a proximity attack that only activates from close range. Applies to standing normals and throws | * '''cl.:''' close - a proximity attack that only activates from close range. Applies to standing normals and throws (i.e. cl 5HP = close stand HP) | ||
* '''cr.:''' crouch - an attack that is done while crouching ( | * '''cr.:''' crouch - an attack that is done while crouching (denoted with 2 in numpad notation) | ||
* '''Crossup:''' an attack (usually a jump-in) that hits behind the opponent, forcing them to switch their guard direction to block it | * '''Crossup:''' an attack (usually a jump-in) that hits behind the opponent, forcing them to switch their guard direction to block it | ||
* '''DP:''' "Dragon Punch", refers to any uppercut-like special move (i.e. Lau 623P, Admiral 623K) | |||
* '''High:''' an attack that connects against standing opponents, but whiffs against crouching opponents | * '''High:''' an attack that connects against standing opponents, but whiffs against crouching opponents | ||
* '''Hitbox:''' the invisible rectangle(s) that will cause an opponent to be hit if it overlaps their hurtbox | * '''Hitbox:''' the invisible rectangle(s) that will cause an opponent to be hit if it overlaps their hurtbox | ||
* '''Hong Kong Showdown:''' When both players charge meter at the same time. | |||
* '''Hurtbox:''' the invisible rectangle(s) that will cause a character to be hit when an active hitbox overlaps it | * '''Hurtbox:''' the invisible rectangle(s) that will cause a character to be hit when an active hitbox overlaps it | ||
* '''Infinite:''' a combo that loops repeatedly with no way for the opponent to escape. Yeung is especially vulnerable to infinites | * '''Infinite:''' a combo that loops repeatedly with no way for the opponent to escape. Yeung is especially vulnerable to infinites | ||
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* '''OTG:''' "on the ground" - an attack the hits an opponent that has been knocked down | * '''OTG:''' "on the ground" - an attack the hits an opponent that has been knocked down | ||
* '''Overhead:''' an attack that must be blocked while standing | * '''Overhead:''' an attack that must be blocked while standing | ||
* '''Special:''' an attack that requires a special input and a button press to perform | * '''Special:''' an attack that requires a special input and a button press to perform | ||
* '''Super:''' a powerful attack that consumes your entire meter gauge. Performed with a special input and two simultaneous buttons | * '''Super:''' a powerful attack that consumes your entire meter gauge. Performed with a special input and two simultaneous buttons | ||
* ''' | * '''st.:''' standing - an attack done while standing (denoted with 5 in numpad notation) | ||
==Numpad Notation== | ==Numpad Notation== |
Revision as of 23:35, 15 April 2021
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Important Terminology
- Autocombo: another name for normal string/special string - the two unique chain combos every character has
- cl.: close - a proximity attack that only activates from close range. Applies to standing normals and throws (i.e. cl 5HP = close stand HP)
- cr.: crouch - an attack that is done while crouching (denoted with 2 in numpad notation)
- Crossup: an attack (usually a jump-in) that hits behind the opponent, forcing them to switch their guard direction to block it
- DP: "Dragon Punch", refers to any uppercut-like special move (i.e. Lau 623P, Admiral 623K)
- High: an attack that connects against standing opponents, but whiffs against crouching opponents
- Hitbox: the invisible rectangle(s) that will cause an opponent to be hit if it overlaps their hurtbox
- Hong Kong Showdown: When both players charge meter at the same time.
- Hurtbox: the invisible rectangle(s) that will cause a character to be hit when an active hitbox overlaps it
- Infinite: a combo that loops repeatedly with no way for the opponent to escape. Yeung is especially vulnerable to infinites
- Instant Overhead: an jump attack that can hit a crouching opponent on the way up. An unreactable mixup but very unsafe in Fists of Fire if it doesn't KO the opponent
- Low: an attack that must be blocked crouching
- Mid: an attack that connects on standing and crouching opponents, and can be blocked in either direction
- Normal: a basic attack performed with only a button press
- OTG: "on the ground" - an attack the hits an opponent that has been knocked down
- Overhead: an attack that must be blocked while standing
- Special: an attack that requires a special input and a button press to perform
- Super: a powerful attack that consumes your entire meter gauge. Performed with a special input and two simultaneous buttons
- st.: standing - an attack done while standing (denoted with 5 in numpad notation)
Numpad Notation
Numpad notation is a common way to describe a move's input. Because it is universal across languages, it is the preferred style for most fighting games. Each input direction corresponds to a keyboard numpad position and assumes you are on the P1 side (facing right). So for example, 236 is a quarter circle forward input beginning with Down, and 2LP is a crouching light punch.
- 5 = Neutral
= 6 = Forward
= 3 = Crouching Forward
= 2 = Neutral Crouching
= 1 = Crouch Blocking/Guarding
= 4 = Backward
= 7 = Jump Backward
= 8 = Neutral Jump
= 9 = Jump Forward