YomiHustle/Glossary: Difference between revisions

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== Glossary ==
== YOMI Hustle Specific Terms ==
Although this game does not use normal fighting game notation, there are a number of standardized terms still used to describe certain ideas and functions within the game. YH also has some game specific terminology.
=== Free Cancel ===
Often shortened to "FC".


== General Fighting Game Terms Used in Yomi Hustle==
A mechanic that allows you to act out of an attack as soon as your opponent becomes actionable. This makes attacks safe against evasive movement, but you can still get hit by an attack that beats yours.
<big>''Air-to-Air''</big> - A move used in order to hit an aerial opponent, while the defender is in the air. Often leads to an air combo.  


<big>''Anti-Air''</big> - A move used in order to hit an aerial opponent, while the defender is on the ground (ground to air).
When acting out of free cancel, you can choose to cancel into any other move, or you can HOLD to continue your attack, which makes it good at setting up 50/50 scenarios. However, Free Cancelling a move also allows it to be parried at any time, even on reaction.


<big>''Bread and Butter''</big> - Also known as BnBs. A commonly used, simple, and effective combo.
Free Cancels are generally only available on melee attacks (although they are sometimes enabled/disabled on specific attacks for balance reasons), and can be activated by toggling the "Free" option when selecting an attack.


<big>''Burst''</big> - An 'attack' that consumes your burst gauge in order to push the opponent away, dealing zero damage and resetting neutral.
Players start with 2 Free Cancels each, which are refreshed any time either player gets hit by a melee attack.


<big>''Cancel''</big> - A game mechanic that lets the user bypass certain frames (like recovery frames) in order to start another action.
=== Whiff Cancel ===
Often shortened to "WC".


<big>''Chip Damage''</big> - Damage that occurs when you block, but not parry certain moves.
A mechanic which allows you to cancel out of a committed action when your opponent is actionable and you are not. Whiff cancelling a move only allows you to use melee attacks, no movement options or defensive options. Whiff Cancelling a move costs 75% of your burst meter, so you should avoid using it whenever possible.


<big>''Combo''</big> - A sequence of attacks that chain into one another, provided you execute the combo correctly.
=== Burst Cancel ===
An attack which lets you spend your burst meter to continue a combo. On hit, sets the proration of the combo to 0, and refreshes the user's air options.


<big>''Command Grab''</big> - A move that grabs the opponent without being the game's default grab mechanic. (ex. Ninja Skull Splitter)
=== Initiative ===
A mechanic which gives additional benefits to some attacks when your opponent is not already committed to an action. The most common benefit of Initiative is giving invulnerability to moves like Ninja's uppercut when used to predict an attack, although some moves have reduced startup when used with Initiative.


<big>''Counterhit''</big> - Abbreviated CH. The hit that hits an opponent out of an ongoing action. Gains more advantageous properties compared to a non-counterhit.
To see what specific moves have Initiative benefits, check your character's frame data page.


<big>''Crossup''</big> - Doing an attack on your opponent successfully by means of what side you're attacking from.
=== Proration ===
A property of certain attacks which causes combos to do more or less damage when that attack is used to start a combo. For more detailed information, see [[YomiHustle/Combo_Mechanics#Proration|Proration]].


<big>''Dragon Punch''</big> - A move that has invincibility during startup and has rising motion. Often have very long recovery frames.
=== Bleap ===
Short for "Benji Leap", this term originally referred to a specific wizard technique which allowed wizard to use grounded attacks while airborne. It is now used as an umbrella term to refer to any technique which allows you to use grounded attacks while airborne.


<big>''Footsies''</big> - TLDR: The act of throwing out options to control the space in front of you and eventually gain advantage to shift from neutral into a combo.
Generally, bleaps happen when a move which gives upward momentum is cancelled by using a Free Cancel right as the character leaves the ground.


<big>''Guard''</big> - Using either low or high block to defend against attacks.
== General Fighting Game Terms Used in Yomi Hustle==
 
Many of these definitions are borrowed or modified from [https://glossary.infil.net glossary.infil.net], which is a massive glossary of common fighting game terms.
<big>''High Low Mix''</big> - A high OR low mixup, also referred to generally as a 50/50. Makes the opponent guess which way to block.
 
<big>''Invulnerability''</big> - A state where you cannot be hit. Also referred to as "having I-frames."


<big>''Keep-Away''</big> - See "Zoning". A type of zoning where you move away from your opponent while using ranged moves to slowly deal damage.
===Bread and Butter===
A common, practical combo that you will use often in matches. It's almost always shortened to "BnB".


<big>''Knockdown''</big> - The state a character enters when they touch the ground after a move. Can either be hard or soft.
===Burst===
A defensive "attack" which can be used while in hitstun. It does 0 damage and resets both players to neutral on hit.


<big>''Low Profile''</big> - Going under an opponent's move, usually in order to deal damage with a move of your own.
===Chip Damage===
Damage that occurs when you block, but not parry attacks. Only deals a portion of the damage that would normally be dealt.


<big>''Meaty''</big> - Hitting an opponent by covering their getup with a hitbox the moment they lose I-frames.  
===Command Grab===
A special move that acts as a throw. The most obvious example being Robot's COMMAND: GRAB.


<big>''Meter''</big> - A generic term used to describe a resource gauge a game has.
===Counterhit===
An attack which hits an attacking opponent. Adds more hitstun to the attack, making it easier to combo.


<big>''Midscreen/Midstage Meterless''</big> - A combo that can be done anywhere on screen and does not require a game's special resource.
===Dragon Punch===
Commonly abbreviated to "DP".


<big>''Mix-up''</big> - Also called a "Mix", or sometimes a "Schmix". The act of performing any action in a game that forces your opponent to choose between two options, with the incorrect choice leading to them getting hit.
A powerful rising uppercut attack that is great as an anti-air and is usually invincible, making it great for reversal attacks. Ninja's Uppercut is a textbook example of a Dragon Punch.


<big>''Normal''</big> - An attack that does not consume meter and is typically a physical melee attack.
===Footsies===
A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like.


<big>''Okizeme''</big> - From Japanese "起き攻め." Attacking an opponent about to recover from a knockdown in order to hit them with a meaty or mix up.
===Frame Advantage===
Describes who becomes active first when a move hits or whiffs. If you have positive frame advantage, you act first, if you have negative frame advantage, you act second. This value also tells you how soon you get to act. For example, if you are "+24", that means you get to act 24 frames before your opponent.


<big>''Option Select (OS)''</big> - see [https://www.dustloop.com/w/Option_Select here.]
===IASA===
A term commonly used in Super Smash Bros. to indicate when an attack's recovery can be interrupted with another action before it's complete. Stands for "interruptible as soon as". It's also commonly called FAF, which stands for "first actionable frame".


<big>''Off the Ground''</big> Abbreviated OTG. The act of hitting an opponent, re-standing them, and thereby taking them off the ground.
Essentially, this is the total duration of a move.


<big>''Read''</big> - To predict an opponent's option, and usually to then punish it.
===Knockdown===
The state a character enters when they touch the ground after a move. In Soft Knockdown, characters have getup options, while in Hard Knockdown, the character is forced to lie down for the full duration of the knockdown.


<big>''Pressure''</big> - To use moves to reduce the opportunity for counterattacks and usually to keep yourself approaching your opponent
===Low Profile===
A move that shifts your hurtbox very low to the ground... so low, in fact, that you can use it to dodge many moves that try to target the middle of a character's body.


<big>''Redash''</big> - Dashing back in after your opponent uses a risky, or laggy move. Usually done to continue offense.
===Meaty===
Generally refers to an attack that hits an opponent on the very first frame possible after they rise from a knockdown. This forces the opponent to block, unless they have an attack which is always invulnerable (such as Robot's Kill Process). When used with a Free Cancel, can make the opponent guess on a 50/50.


<big>''Rekka''</big> - Short for "Rekkaken" (Fei-Long's move in SF2), this term refers to a special move that only becomes available once you've used a prerequisite move in that combo.
This can also refer to an attack that makes contact with the opponent not on its first active frame like normal, but on a later active frame instead. This will generate the same hitstun, but you'll recover sooner and have more frame advantage, if the move is not hit cancellable.


<big>''Reset''</big> - Ending a combo early on purpose in order to achieve more damage through various means (usually either an oki setup, mix-up, etc.)
===Okizeme===
Often shortened to "Oki"


<big>''RPS''</big> - From "Rock Paper Scissors." Both players being in a state where they must select some option that beats several of their opponent's options.
From Japanese "起き攻め." Attacking an opponent about to recover from a knockdown in order to hit them with a meaty or mix up.


<big>''Super''</big> - An attack that burns some amount of meter.
=== OTG ===
Short for "Off the Ground", refers to hitting an opponent while they are knocked down. Only a few moves in the game can hit OTG.


<big>''Touch of Death''</big> Sometimes also called a TOD. A combo that takes a player from 100% health to zero.
===RPS===
A situation where there is a "cycle" of options which beat each other, similar to Rock Paper Scissors.  


<big>''Whiff''</big> - Using a move, only for it to not hit.
A common example of this is Attack/Jump/Grab up close. Attacking beats Jump, Jump beats Grab, and Grab beats Attack. This situation is generally a neutral RPS, since both players picking the same option will result in a neutral outcome (unless one player uses a faster attack).


<big>''Zoning''</big> - Using ranged moves in order to deal damage while keeping your opponent as far away as possible.
In some cases, characters can set up "weighted RPS". In these situations, one or more of the attacker's options will beat 2 of the defender's options. This makes the odds of guessing favorably much higher for the attacker, so players will often try to set these situations up.


== Yomi Hustle Specific Terms ==
===50/50===
A mixup that has two possible primary options for the attacker, with each option requiring a different defensive action.

Revision as of 20:57, 9 February 2023

YOMI Hustle Specific Terms

Free Cancel

Often shortened to "FC".

A mechanic that allows you to act out of an attack as soon as your opponent becomes actionable. This makes attacks safe against evasive movement, but you can still get hit by an attack that beats yours.

When acting out of free cancel, you can choose to cancel into any other move, or you can HOLD to continue your attack, which makes it good at setting up 50/50 scenarios. However, Free Cancelling a move also allows it to be parried at any time, even on reaction.

Free Cancels are generally only available on melee attacks (although they are sometimes enabled/disabled on specific attacks for balance reasons), and can be activated by toggling the "Free" option when selecting an attack.

Players start with 2 Free Cancels each, which are refreshed any time either player gets hit by a melee attack.

Whiff Cancel

Often shortened to "WC".

A mechanic which allows you to cancel out of a committed action when your opponent is actionable and you are not. Whiff cancelling a move only allows you to use melee attacks, no movement options or defensive options. Whiff Cancelling a move costs 75% of your burst meter, so you should avoid using it whenever possible.

Burst Cancel

An attack which lets you spend your burst meter to continue a combo. On hit, sets the proration of the combo to 0, and refreshes the user's air options.

Initiative

A mechanic which gives additional benefits to some attacks when your opponent is not already committed to an action. The most common benefit of Initiative is giving invulnerability to moves like Ninja's uppercut when used to predict an attack, although some moves have reduced startup when used with Initiative.

To see what specific moves have Initiative benefits, check your character's frame data page.

Proration

A property of certain attacks which causes combos to do more or less damage when that attack is used to start a combo. For more detailed information, see Proration.

Bleap

Short for "Benji Leap", this term originally referred to a specific wizard technique which allowed wizard to use grounded attacks while airborne. It is now used as an umbrella term to refer to any technique which allows you to use grounded attacks while airborne.

Generally, bleaps happen when a move which gives upward momentum is cancelled by using a Free Cancel right as the character leaves the ground.

General Fighting Game Terms Used in Yomi Hustle

Many of these definitions are borrowed or modified from glossary.infil.net, which is a massive glossary of common fighting game terms.

Bread and Butter

A common, practical combo that you will use often in matches. It's almost always shortened to "BnB".

Burst

A defensive "attack" which can be used while in hitstun. It does 0 damage and resets both players to neutral on hit.

Chip Damage

Damage that occurs when you block, but not parry attacks. Only deals a portion of the damage that would normally be dealt.

Command Grab

A special move that acts as a throw. The most obvious example being Robot's COMMAND: GRAB.

Counterhit

An attack which hits an attacking opponent. Adds more hitstun to the attack, making it easier to combo.

Dragon Punch

Commonly abbreviated to "DP".

A powerful rising uppercut attack that is great as an anti-air and is usually invincible, making it great for reversal attacks. Ninja's Uppercut is a textbook example of a Dragon Punch.

Footsies

A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like.

Frame Advantage

Describes who becomes active first when a move hits or whiffs. If you have positive frame advantage, you act first, if you have negative frame advantage, you act second. This value also tells you how soon you get to act. For example, if you are "+24", that means you get to act 24 frames before your opponent.

IASA

A term commonly used in Super Smash Bros. to indicate when an attack's recovery can be interrupted with another action before it's complete. Stands for "interruptible as soon as". It's also commonly called FAF, which stands for "first actionable frame".

Essentially, this is the total duration of a move.

Knockdown

The state a character enters when they touch the ground after a move. In Soft Knockdown, characters have getup options, while in Hard Knockdown, the character is forced to lie down for the full duration of the knockdown.

Low Profile

A move that shifts your hurtbox very low to the ground... so low, in fact, that you can use it to dodge many moves that try to target the middle of a character's body.

Meaty

Generally refers to an attack that hits an opponent on the very first frame possible after they rise from a knockdown. This forces the opponent to block, unless they have an attack which is always invulnerable (such as Robot's Kill Process). When used with a Free Cancel, can make the opponent guess on a 50/50.

This can also refer to an attack that makes contact with the opponent not on its first active frame like normal, but on a later active frame instead. This will generate the same hitstun, but you'll recover sooner and have more frame advantage, if the move is not hit cancellable.

Okizeme

Often shortened to "Oki"

From Japanese "起き攻め." Attacking an opponent about to recover from a knockdown in order to hit them with a meaty or mix up.

OTG

Short for "Off the Ground", refers to hitting an opponent while they are knocked down. Only a few moves in the game can hit OTG.

RPS

A situation where there is a "cycle" of options which beat each other, similar to Rock Paper Scissors.

A common example of this is Attack/Jump/Grab up close. Attacking beats Jump, Jump beats Grab, and Grab beats Attack. This situation is generally a neutral RPS, since both players picking the same option will result in a neutral outcome (unless one player uses a faster attack).

In some cases, characters can set up "weighted RPS". In these situations, one or more of the attacker's options will beat 2 of the defender's options. This makes the odds of guessing favorably much higher for the attacker, so players will often try to set these situations up.

50/50

A mixup that has two possible primary options for the attacker, with each option requiring a different defensive action.