Talk:Yatagarasu/Glossary

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Super Armor:

Button Locking (BL):

Red Button Locking (Red Parry):

High Button Locking (HBL):

Low Button Locking (LBL):

Button Locking Counter Hit (BLCH):

Piyori (Stun or Dizzy):

Ukemi:

High Jump: A jump command that results in a higher arched jump. A forward high jump tends to produce a shallow, low-angled jump arc while a high jump neutral or back will produce a higher angled, "floaty" jump arc.

High Jump Counter Hit: Performing a high jump will leave a character in a special counter hit state for the entire duration of the high jump. Being hit at any time during the high jump will result in double damage being dealt to the target.

Guard Clash (Guard Crush): Guard Clash (or Crush) results from defending until the Guard Gauge is depleted entirely. Upon Guard Clash, the defender will be forced into a reel-back (stagger) animation in which they will be unable to defend or attack for a brief period of time.

Guard Gauge: The Guard Gauge(displayed below the Health Bar and near the Timer) indicates how long a defender is able to guard attacks successfully before having their defense broken (See: Guard Clash). The rate in which meter depletes is based on attack strength and will replenish over time when either not defending or will be fully restored after being Guard Crushed. A Guard Break (HP+HK) will deplete the Guard Gauge entirely if guarded.

Red Combo:

Super Move Reinforcement:

Front Step:

Back Step:

Reduce:

Guard Break:

SP Gauge:

EX Special:

Overhead Attack (Universal Overhead):

Leap Attack:

Heavy Button Locking (Lever Button Locking):