Naruto Shippuden: Clash of Ninja Revolution 3/Glossary
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Terms unique to CONR3
- PBS - Paper Bomb Stance
- PBS-B - attack while in the Paper Bomb Stance, which detonates planted paper bombs.
- PBS-A - attack in while in the Paper Bomb Stance, which throws an unblockable kunai with an explosive tag (paper bomb) attached.
- PBSC - Shorthand for Paper Bomb Stance Cancel, which is using Paper Bomb Stance to cancel the landing recovery from certain attacks or other moves.
- JCP - Shorthand for Jump Cancel Pivot, which is a technique in which a run is cancelled into a jump, and then the jump startup is cancelled into a back walk to start blocking immediately during a run instead of having to wait for the run's recovery to end.
- GNTbag - equivalent to JCP, except objectively funnier.
- LNP - Shorthand for Latent Ninja Power, which is a set of unique buffs a fighter gets when they are low on health.
- KnJ / Sub - Shorthand for Kawarimi no Jutsu, or better known as Substitution Jutsu, they both mean and refer to the same thing. It is an ability that can only be used in hitstun and costs 75% chakra that teleports the fighter out of a combo.
- LKnJ / RKnJ - The prefixes are the button on a GameCube / Wii Classic Controller used to perform them (L Trigger and R Trigger) and refer to Neutral Subtitution and Offensive Substitution, respectively.
- Wakeup KnJ - A wake-up specific substitution that's similar to Neutral KnJ (LKnJ), but can only be performed while knocked down and costs 50% chakra instead of 75%.
- WUK - Shorthand for Wake-Up Kick, a defensive attack that can only be performed while knocked down. Identical to a "get-up attack" in Super Smash Brothers, invincibility and all.
- Y-Cancel (common name) / Combo Cancel (in-game name) - Cancelling a move that launches an opponent or is hitting an airborne opponent by pressing .
- Stance Break - How the community refers to walking or jumping shortly after Y-Cancelling to break the counterattack stance that characters take after a Y-Cancel, so the follow-ups can deal full damage.
- Hyuuga Cancel - A special feint cancel that some characters can do during the start-up of certain moves. Derived from Neji and Hinata's original ability to feint their moves.
- Sharingan Cancel - Deactivating an install after a cancellable move to instantly return to a neutral state. Derived from GNT4 Sasuke and GNT4/Rev3 Kakashi's ability to do so after deactivating their Sharingan state.
- SS - Shorthand for Sidestep. If something can be SS'd, it means that between it and the move it came after, it can be dodged on block.
- Activator - What the community calls the initial hit before the cinematic of a 5X, since it connecting on the opponent "activates" the cinematic that plays after.
- Backturn(ed) - Used to refer to when a character isn't facing the opponent (showing their back to them)
- Back throw - Refers to using a on an opponent from behind, in which case it is (almost) always untechable.
- Backturn unblockable - Refers to a phenomena where the opponent cannot block certain attacks specifically when they are facing a character who is backturned to them.
- Unthrowable - Refers to attacks that cannot be grabbed by a during their startup and active frames.
General Fighting Game Terms
- Chip - Amount of damage suffered by the opponent when the attack is blocked
- Startup - The range of frames between a move's ability to hurt and frame of activation.
- Active - he duration in frames where the attack has a hitbox.
- Recovery - Amount of vulnerable frames after the attack's active frames are over.
- Advantage - Amount of frames a player can move after an opponent blocks or gets hit by an attack..
- Invinciblity/Invulnerability - Range of frames during the entire duration of the move that a player will not take damage from or suffer the effects of a move.
- Hitstun - Period of time where a player cannot act after being hit.
- Blockstun - Period of time where a player cannot act after being hit.
- Tech - Quick Recover.
- Tech - Can also mean technical findings.
- Cancel - Ability to cancel the recovery of the last move into another or nothing.
- OTG - On the ground.
- Backturn - Back toward player or opponent
- HKD - Hard Knockdown, a knockdown that cannot be tech rolled.
- SKD - Soft Knockdown, a knockdown that can be tech rolled.
- Scaling - The decrease of damage or chakra gain over time due to one or more active factors.
- String - Chain of pre-determined attacks
- Stagger - Hitstun that can be reduced by mashing buttons or wiggling the stick.
- Hitbox - Area that can do damage.
- Hurtbox - Area that can take damage.
- Collision - Area that interacts with other boxes.
- Anti-Air - Punishes airborne advances.
- Air-to-air - Good for situations where both players are airborne.