JoJo's Bizarre Adventure: All-Star Battle R/Glossary

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Mechanical terms

These are terms named by the game.

Stylish Guard

Pressing Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR + Template:NotationIcon-JJASBR performs a Stylish Guard: following a white flash, the character enters a parry state where, upon being hit, they will Stylish Evade the next attack. Stylish Guard covers attacks of all types, even most Unblockable attacks, but it does not evade Throws of any kind.

For more information see the System Page.

Stylish Evade

Blocking an attack just before it connects activates Stylish Evade (also known as Stylish Dodge), which activates a superflash and makes the blocking character automatically sidestep while locking the opponent in their attack.

For more information see the System Page.


Metagame terms

These are terms coined by the community to describe the game.

Blockstring

Strings (usually airtight) of attacks that get blocked.

Clash

If you and your opponent's attack hit each other at the same time, you'll both deal damage to each other. However, if two attacks of equal priority hit at the same time, they will clash, dealing no damage.

Cross-Up

Passing over the opponent and hitting their back while they are facing the wrong way. This can be used to mixup the opponent. Can sometimes be considered a "Left/Right"

Frame Trap

When chaining moves together there are times where the will be a gap between the blockstun of one move ending, and the next move being blocked. This window can be small enough where an opponent attempting to press a button will be hit before their move starts up. This is called a frame trap, whereas gapless sequences are called True Blockstrings. Deliberately delaying your cancels to create these windows is called Staggering, or Stagger Pressure.

Meaty

Using an attack as an opponent is standing up after being knocked down, forcing them to block. When timed correctly, the opponent is forced to block the later active frames of the move, making it more advantageous on block. Characters can often use invincible reversals or Stylish Guard/Evade to beat the technique.

Mixup

Technique used to make an opponent guess between two or more different actions that require different reactions, such a follow-up attack that could either be a low or an overhead attack.

Reversal

An attack that is launched on the first possible frame after your character recovers from a state where they weren't allowed to attack, such as being knocked down or trapped in block stun.

Okizeme

Commonly abbreviated to "oki".

Pressure and setups performed during an opponent's wakeup after a knockdown.

Option Select (OS)

A series of inputs that will perform a different action depending on what the opponent is doing. Most commonly used in this game to shut down multiple options that an opponent may try to use to get out of certain situations. Examples of this can be found on the Esoterics page.

OTG

Term used for moves that can hit opponents "On The Ground", which means hitting them while they're in Hard Knockdown.

Safejump

A jump-in attack used as a meaty. Referred to as safejump for being safe against reversal attacks as landing will cancel your aerial normal's recovery and let you quickly block or just out-space any wake-up attacks such as invulnerable DPs.

Tech

Used interchangeably for two terms:

  1. Breaking a throw, known in game as Throw Escape.
  2. "Teching", known in game as "Down Escape". If you're launched by the opponent into a Soft Knockdown and input Dodge around the time you hit the ground, you'll roll into the impact and avoid being Hard Knockdowned.

Hard Knockdown

Commonly abbreviated to "HKD". A specific type of knockdown where the time you spend on the ground is set in stone and you typically do not have any extra options (like teching) to choose from when you are waking up. This is in contrast to a Soft Knockdown, where you can choose to "tech" if you like.

Soft Knockdown

Sometimes abbreviated to "SKD". A specific type of knockdown that offers more options for when (and often where) you can choose to stand up, compared to a hard knockdown. If you input Dodge around the time you hit the ground, you will "tech" and get back into the fight faster.

Reverse Beat

Available only to Josuke Higashikata (Part 4) in "Watch Your Mouth!" Mode. Reverse Beat allows him to chain normals in any order, contrary to a regular Chain Beat.

Tick Throw

A throw performed after getting a fast attack blocked, usually 5L or 2L.

Tiger knee (TK)

When an aerial move (such as j.236) is input on the ground before a jump (with 2369X/2367X/2368X) for use as close to the ground as possible. Changes usage for some moves and may even change recovery. More examples include: 2149X/2148X/2147X, 4219X/4218X/4217X, etc.

Left/Right (L/R)

Ambiguous mixup that commonly involves setting up a knockdown and then attacking the opponent as they wake up in such a way that it's extremely ambiguous whether the attacker is going to land on the left or the right. Some cross-ups are considered a Left/Right.

Absolute Guard

A game mechanic that forces your character to block all incoming attacks while you are trapped in block stun, even if you let go of the joystick. As long as your opponent attacks you with a true block string, you're just stuck.

Notations

These are terms used to express data about the game on the wiki.

Numpad Notation

Template:ComboLegend-JJASBR

Recovery