Terminology: Difference between revisions
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==[[ Tech#Throw_Tech_/_Throw_Break | Throw tech]]== | ==[[ Tech#Throw_Tech_/_Throw_Break | Throw tech]]== | ||
Often just called a tech, and also known as a throw break. Pressing {{A}}, {{B}}, {{Y}}, or {{X}} right after an opponent attempts a throw to escape the throw. An unique animation occurs when this is correctly performed. | Often just called a tech, and also known as a throw break. Pressing {{A}}, {{B}}, {{Y}}, or {{X}} right after an opponent attempts a throw to escape the throw. An unique animation occurs when this is correctly performed. | ||
==SS== | |||
'''[[Sidestep]]'''. The basic game action for moving left or right. | |||
==Y-Cancel== | ==Y-Cancel== | ||
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==Buffer== | ==Buffer== | ||
A game mechanic (found in most games) which allows the player to input an action before the character is able to perform it and then have the action occur once able. For example, most continued string attacks can be "buffered" during the previous attack in the string.<br /> | A game mechanic (found in most games) which allows the player to input an action before the character is able to perform it and then have the action occur once able. For example, most continued string attacks can be "buffered" during the previous attack in the string.<br /> | ||
May also refer to netplay "buffer", which is additional delay added to all inputs for netplay to avoid lag and reduce the effect of lag spikes on play over the internet. | May also refer to netplay "buffer", which is additional delay added to all inputs for netplay to avoid lag and reduce the effect of lag spikes on play over the internet. | ||
=Character specific terminology= | =Character specific terminology= | ||
Revision as of 23:38, 12 November 2022
For a list of symbols used within the wiki, please refer to the notation guide.
Notation
Outside of the wiki, the community as of 2018 tends to use Arcsys style notations.
In other words: Imagine an 8-way joystick. The bottom left is "1" and the top right is "9". "5" would be the stick is supposed at neutral - but in this instance, you can just type the button used for the attack.
- For aerial attacks (
), use a lowercase "j" followed by a period. For example, j.B - For running attacks (
), use a lowercase "r" followed by a period. For example, r.B - For a string of attacks, list the buttons used for the string in order. For example, 2ABBBBA
- For a combo involving Y-cancels (
) or multiple strings, put a space between them. For example, 4AABBB 2BAY 6AY j.Y
Game Mechanics
KnJ
Kawarimi no Jutsu, known in English as a Substitution. Newer players or those familiar with the Western releases will often call them subs.
This is the bread and butter of the GNT games: when you're locked in a combo, you can perform a KnJ at the cost of meter in an attempt to re-position yourself defensively behind the opponent.
LKnJ, RKnJ
A KnJ performed with
or
, respectively. In GNT4 onward, LKnJ simply has the player reappear behind the opponent, whereas the RKnJ is an "offensive" type KnJ where the player will attack as they reappear behind the opponent.
BnJ
Billy no Jutsu. This is when a player turns around and throws a character that just performed an LKnJ. Named after a player named Billy (Purefunked), who pioneered the technique.
RnJ
Rob no Jutsu. This is when the player turns around and sidesteps an aerial RKnJ and throws the opponent as they land. Named after a player named Rob (Heartnana), who pioneered the technique.
Tech roll
Often just called a tech, or an ukemi in other fighting games. Pressing
or
just before hitting the ground initiates a recovery roll (which is the term the Western Clash of Ninja titles use).
Throw tech
Often just called a tech, and also known as a throw break. Pressing
,
,
, or
right after an opponent attempts a throw to escape the throw. An unique animation occurs when this is correctly performed.
SS
Sidestep. The basic game action for moving left or right.
Y-Cancel
A mechanic found in GNT4 and onwards. While comboing a launched opponent, the player can press
to immediately return to a neutral, actionable state at the cost of 25% chakra. This allows the user to continue combos, stay safe from a KNJ or gives time to set up attacks while the opponent recovers. Sweeps cannot be
-cancelled. Puts the user into a special
-cancel stance, which is usually borrowed from their counter pose.
Damage scaling
A game mechanic in which attacks deal less damage the higher the combo counter gets.
Stance Break
Damage scaling increases at twice the rate after a
-cancel. The act of using any game action to leave the pose and therefore avoid the damage penalty is referred to as Stance Break. This is normally performed by pressing or holding
or
during or after a
-cancel.
WuK
Wake-up kick. A mechanic in all Wii games in the series and SCON4. By pressing or holding
or
during wake up, the user performs an unsafe-on-block sweep attack. Helps protect the user from okizeme and "Wake-up Super".
High crush
An attribute of some attacks which, while the crush is active, makes the move invulnerable to high attacks, including most jabs. In debug mode, the corresponding flag is named "SIT".
Low crush
An attribute of some attacks which, while the crush is active, makes the move invulnerable to low attacks, including most sweeps. In debug mode, the corresponding flag is named "FLOAT".
Buffer
A game mechanic (found in most games) which allows the player to input an action before the character is able to perform it and then have the action occur once able. For example, most continued string attacks can be "buffered" during the previous attack in the string.
May also refer to netplay "buffer", which is additional delay added to all inputs for netplay to avoid lag and reduce the effect of lag spikes on play over the internet.
Character specific terminology
CS2
Sasuke Curse Seal Level 2. Refers to the playable character in GNT4
CS2 Sasuke.
OTK
One Tailed Kyuubi. Refers to
OTK Naruto, playable in GNT4. Amusingly shares initials with the card game term One Turn Kill. Not to be confused with Naruto's
Form.
Gameplay
BT
Back turned - when your character is facing away from the opponent.
BTU
Back turned unblockable. This is an attack that hits the opponent’s back when the attacker is back turned. (BTUs are blockable if both players are back turned.)
4B
Most characters have a ![]()
attack with guards during part of the start-up of the attack, potentially used as a reversal against the opponent's guard pressure.
OTG
On the ground. This refers to when a character is laying on the ground. It also refers to when attacks hit a grounded character.
WuS
Wake-up Super. This is when a player performs a Super (
) move on a character that is standing up so the defending player cannot avoid the (usually) unblockable attack.
Just frame
Refers to the small window to combo a super-cancellable attack into
if the user has just built enough chakra to super. Normally, attacks may be buffered at any point during the preceding attack. If the player will only build enough chakra for the super from the final preceding attack, they must press
during the attack's active frames, which commonly lasts for about 2-4 frames.
Crouch tech
Using the jump landing animation or certain attacks to crouch under jabs and other high attacks.
FGC
Fighting game community. Many "FGC" terms and strategies can be applied to the Clash of Ninja series.
Okizeme
A fighting game community term referring to attacks against an opponent who is getting up after being knocked down and therefore has limited defensive options and is at frame disadvantage.
Debug mode
A special game mode, accessible only with cheats, which allows the user to see game information normally hidden from players, such as hit and hurtboxes, move attributes, collision boxes, as well as use frame-by-frame advances.
Frame
The basic unit of time in most video games. Typically assumes the game is run at 60 frames per second.
Advantage and disadvantage
Refers to when a character is actionable in relation to their opponent. For example, at the end of most strings, the defender will be actionable before the attacker, giving them an opportunity to attack their opponent back. In addition, the exact number of frames can be used to help determine if certain options are viable. For example, you may need to determine if a high crush will come out fast enough to avoid a jab in a particular scenario.
Plus and minus
Related to frame advantage and disadvantage. Moves that leave the attacker actionable before the defender are referred to as "plus". Moves that result in the defender being actionable before the attacker are referred to as "minus". As an example, if the defender is actionable six frames before the attacker, this is notated as "-6" from the attacker's perspective.
Hitbox
The invisible area which determines the space where an attack can come into contact and hit an opponent. Can be seen visually using debug mode as red circles around the attack.
Hurtbox
The invisible area which determines when an attack has hit the character. More or less corresponds with the character model but can be seen in debug mode as blue circles.
Collision box
An invisible marker which tracks the location of the character and prevents them from overlapping with other characters or going through the stage. Also used to determine where a KNJ will teleport. In debug mode, appears as a grey disc below the character with a green cone pointing in the forward direction.
References
GNT4 Abbreviations and Terms. - Abbock, May 12, 2017