Post by HaseoEX on Aug 7, 2013 1:15:20 GMT
Tekken Dictionary (WIP)
For notations and character specific stuff viewtopic.php?f=15048&t=4275
--- A ---
> Aircombo - see [juggle]
> AP - "auto parry"
--- B ---
> Backflip - evasive maneuvers done by some characters that evades opposing characters by doins some sort of jumping maneuver, usually done with u_u/b
> Bandwagoner - tekken players who choose only the "best" tekken characters no matter who they are
> BDC - "back-dash cancelling" canceling backdash to retreat faster and safer
> Bigs - refers to large characters, Marduk and True Ogre for example
> Bind - see "bound"
> BS - "block stun" moves entering different animations when blocked, usually longer animations for punishment
> Bound - after T6 if you use a bound move in a juggle, you'll hit the opponent into the ground for a bounce effect, extending the juggle
> BR - "Tekken 6: Bloodline Rebellion"
> Broken - 1 - refers to moves that have been nullified by specific actions, i.e. throw-breaking or chickening - 2 - a word used by members to refer to characters or moves that have certain problems, i.e. too strong, too weak, etc.
>BT - Backturned, Something you should never do unless you're taunting them or setting them up(Xiaoyu is a prime example)
>Buff- moves being made stronger compared to previous Tekken versions
> Buffering - 1 - the art of moving the directional pad or joystick during the recovery time of a previous move and still have it registered, works only with certain moves - 2 - the practice of holding a button while pressing another one, and in effect, it registers as a command where both buttons were pressed
> Bulldog - see [pitbull]
--- C ---
> CC - "crouch cancel"
> Cheese - refers to moves/tactics that are relatively easy to do, but damaging
> Charge - see "Super charge"
> Chicken - a move that prevents a reversal
> Class(number) - How high a tag launcher lunches the opponent
> Crush - a move that possesses a certain number of frames invulnerable to a certain class of attack; if for example, a move crushes high attacks during certain frames, even if the atttacking frames for an attack overlap with your character's vulnerable hitbox during those crush frames, it will not register as a hit.
--- D ---
> Donutshop - stage corners
> Duck - to crouch
> DR - "Tekken 5: Dark Resurrection"
--- E ---
> Eat - to get hit directly by a move
> Elbow - a move attacking with the elbow, elbows can't be parried
> Embu - a short video or clip that features certain characters performing a solo display of their fighting arts and moves, embus were seen in Tekken 3 Tag1 and 4
> eSS - "electric sidestep", a quicker way of doing a normal sidestep
--- F ---
> FC - "full crouch"
> Float - to pick up an opponent off the mat for free juggles for any situation or reason other than getting hit with a launcher, i.e. getting interrupted with a jab during a jumping move or getting hit during a backroll
> Foxstep - a move that can be done both when you're facing an opponent or when your back is facing your opponent, usually require strict inputs
> frame - a unit of time used for accurately measuring tekken-related speeds; it is important to note that tekken currently runs on 60 frames per second
> frame data - the result of measuring the frames of a move
viewtopic.php?f=15048&t=8091
> frame trap - a set up where a move on block lead to garantueed fast and safe follow ups should the opponent try to attack
> free hit - a move that is sure to succeed when done at the proper time
> frame nazi - anybody who tends to flame, belittle, and/or berate other posters over mistakes in their knowledge or posting of frame related information
> ft(number) - competitions with a "first to" condition, such as "first to 5 matches" or "first to 10 matches"
--- G ---
> GB - "guard break" So much advantage on block that opponents can land free attacks afterwards
> getup kicks - All kicks done from any knockdown position.
> getup (knockdown position) (number): Certain kicks or moves done from certain knockdown position
> greenhorn - see [newbie]
> groundgame - see [okizeme]
> GT - "ground throw"
--- H ---
> hayashida step - is a sway~sidestep type move commonly done by characters who can sway with qcb
> HC - "hit confirmable", visually confirm a hit and then press a garantueed followup attack
> hit box - 1. a controller with buttons for movement instead of pads or sticks 2. a box with specific properties around characters and attacks which on collision lead to specific effects, the hitboxes reach are usually what makes an attack reach, big hitboxes are how you can juggle bigger opponents
> homing move - a move that catches sidestepper and sidewalkers both directions
--- I ---
> i(number) - the number of frames it takes for a move to do its fastest possible execution speed, usually used to refer to jabs and pokes
> iSW - "instant shining wizard", a move done by King and Armor King
> iWR - "instant while running"
> iWS - "instant while standing"
--- J ---
> jail - to force an opponent to block a whole sequence of moves
> JGS - "juggle-starter", see [launcher]
> juggle - generally accepted term for the art and practice of hitting an opponent while he is floating in the air
> juggle-ender - a move or series of moves that is used to end a juggling combo, usually powerful and/or long-range moves
> juggle-starter - see [launcher]
> just frame - moves that requires VERY strict timing to perform correctly
viewtopic.php?f=15048&t=7492
--- K ---
> KBD - "korean backdash", another name for back-dash cancelling
> KND - "knockdown", the property of a move or a character knocked down
--- L ---
> launcher - a move or a combination of moves that gets the opponent into the air and sets him/her up for a juggle
> LD - "light dash" wavedashes in a seemingly impossible quick succession
> linear - a move going in a straight line with no tracking or homing properties
> LP = "low parry" parrying a low attack which allows for free juggle damage (without bound)
--- M ---
> magic 4 - represents the basic 4 kick of some characters that have the ability to launch on counter hit, called magic because of its unusual nature
> mash - to randomly hit buttons without any idea of their sequences and consequences
> masher - a player who mashes buttons at a regular basis, see [mash]
> mix-up - a series of moves available for characters that enable you to alternate your combo, so that you can keep your opponent guessing
> mirror match - a fight where the players use the same character
> movement - a central part in tekken, how to move
viewtopic.php?f=15048&t=7523
> multi - multi-throw
--- N ---
> natural combo - a move or a group of moves that is sure to hit the opponent when the move that precedes it connects properly.
> nc - "natural combo", see [natural combo]
> ncc - "natural combo on counter hit", see [natural combo]
> nerf - to weaken a move or character for the sake of balance or fanservice
> netsu - see [rage] the tagged out partner recieves a damage boost
> newbie(s) - people who are new, whether in tekken or any other thing
> noob(s) - see [newbie]
> nub - see [newbie]
--- O ---
> OC - "opponent Crouches", a move property that makes opponents recover in crouch
> OCb - "opponent Crouches on Block"
> OCc - "Opponent Crouches on Counterhit"
> oki - see [okizeme]
> okizeme - the art of inflicting damage and knockdowns on someone when the opposing character is lying on the ground
--- P ---
> parlor tricks - decptive moves and set-ups with glaring weaknesses
> parry - a move that deflects an opponent's attack to give you a momentary advantage, either in terms of positioning or in terms of frames
> pitbull - a way of playing tekken that uses offensive tactics to the extreme
> POB - "punishable on block"
> point character - the character currently on the screen during a tag fight
> poke - to do minor damage to an opponent, usually for the purposes of hit-and-run tactics or to disrupt combos
> pummel - combos done in conjuction with walls
> PP - "punch parry"
> punish - the art of hitting an opponent without him/her having a chance to do anything about it, usually comes after certain moves when blocked or whiffed moves, see [free hit] [whiff]
> punishable - the state of being open for a punish
> pushback - a move pushing the opponent back
--- Q ---
--- R ---
> rage - a powered up state your character enters after you take enough damage
> recovery - time required before the animation of a move ends before the character is allowed to do another move
> reversal - a maneuver that enables you to grab an opponent's appendage during his move and do a throw animation to hurt your opponent
--- S ---
> sabaki - a move that auto-reverses certain attacks during its animation
> safe - a move that will not yield free hits when it is blocked
> sandbagging - When a player chooses (on purpose) to not play their best. either because they are too superior on got nothing to gain, or in order to make tournament rivals think they are worse than what they actually is
> sandwiching - positioning your characters on each side of the juggled opponent during a tag assault
> scrub(s) - 1 - tekken players who are not really that good but think they are good - 2 - sore losers - 3 - a term commonly used by players in referrence to less experienced players and/or players with a somewhat narrow minded fighting style
viewtopic.php?f=4&t=8982
> set-up - a series of moves that are designed to confuse and guide your opponent into doing exactly what you want them to do, usually to get them to be vulnerable to launchers or powerful moves
> sidestep - quickly stepping to the side, avoiding very linear attacks
> sidestep cancel - See [eSS]
> sidewalk - quickly walking to the side, avoiding attacks that doesn't fully track
> slam - to drop your opponent onto the ground with so much force to prevent them from quickly recovering, standing up or rolling
> snakedash - is a sway~sidestep type move commonly done by characters who can sway with qcf
> snakestep - see "hayashida step"
> solo - a player using only one character against a tag team
> spam - to repeat a move again and again
viewtopic.php?f=15048&t=7331
> spike - see [slam]
> splat - see [wall splat]
> super charge - hitting all attack buttons simultaneously, making both your and your opponents moves counter hit, you can't defend, but you inflict guard damage and some characters can do secret moves
--- T ---
> t(number) - refers to "Tekken" while the number tells which version
> tag - switching between two characters in the Tekken Tag Tournament games
> tag assault - buffering the tag button during a bound move, making the tagged out partner come in and set up major damage
> tag combo - buffering the tag button during specific launchers allows the tagged in partner to juggle the opponent instead
> tag crash - escaping okizeme situations by having your partner crash down on your opponent
> tech catch - a juggle situation/set-up designed and guaranteed to re-launch your opponent and/or give you free damage if they tech-roll, usually involves ending your juggle early
> tech trap - 1 - a mixup forced upon the opponent as they tech-roll, taking advantage of the fact that they can only block and so you have an essentially free mid/low mixup - 2 - sometimes used in the definition of [tech catch]
> tech roll - 1 - special moves done by players when hit by certain moves, which may decrease damage or change the properties of the assaulting move - 2 - is when you hit a button right as you land and your character rolls up (if you hit punches) or down (if you hit kicks)
> tenstring - a term that refers to tekken characters' ten-hit combos
> thread - the inner part of the forum, where the posts are visible
> tier - a ranking system for characters, moves and players that is unofficially deciding who's the strongest character, but is generally agreed upon players or may depend upon one's own opinion, may be used in conjunction with other words such as "low-tier", "upper-tier", "god-tier", etc.
viewtopic.php?f=15048&t=6419
> TP - "twin pistons", a move done by Kazuya, Heihachi and Devil Jin
> tracking - moves that follow sidestepping opponents one direction
> trading hits - opponents attacks connecting at the same time
> TTT - "Tekken Tag Tournament"
> TTT2 - "Tekken Tag Tournament 2"
> turtle - a way of playing tekken that uses defensive tactics to the extreme
--- U ---
> UB - "unblockable" move you can't block
> ukemi - see "tech roll"
--- V ---
--- W ---
> wake-up - see [okizeme]
> wake-up game - see [okizeme]
> wall carry - moves or series of moves usually in a juggle designed to bring the opposing player nearer to the wall easily
> wall jump - a special move done by all characters by pressing b,b,u/b against the wall, usually an attack or something jumping over opponents
> wall splat - occurs when a character "sticks" and gets stunned to the wall due to moves that drives him/her there or getting carried there
> WD - "wave dash", crouch dashes done in quick succession
> whiff - happens when a move hits nothing, not even a block
> WR - "while running"
> WS - "while standing" - a characters transition from crouching to standing
--- X ---
--- Y ---
> Yomi - the Japanese expression for mind games commonly used in gaming
viewtopic.php?f=15048&t=8496
--- Z ---
> Zoning - utuilizing attacks with large pushback or long reach to keep opponents away from getting up close
_______________________________________________________________________
If anyone can fleshen this out more, it would be appreciated. As you can see, after F I started giving an F when it comes to capitol letters. I remembered a lot of wierd stuff, and probably forgot even more.
Top
Reply with quote » |
Post a reply »
For notations and character specific stuff viewtopic.php?f=15048&t=4275
--- A ---
> Aircombo - see [juggle]
> AP - "auto parry"
--- B ---
> Backflip - evasive maneuvers done by some characters that evades opposing characters by doins some sort of jumping maneuver, usually done with u_u/b
> Bandwagoner - tekken players who choose only the "best" tekken characters no matter who they are
> BDC - "back-dash cancelling" canceling backdash to retreat faster and safer
> Bigs - refers to large characters, Marduk and True Ogre for example
> Bind - see "bound"
> BS - "block stun" moves entering different animations when blocked, usually longer animations for punishment
> Bound - after T6 if you use a bound move in a juggle, you'll hit the opponent into the ground for a bounce effect, extending the juggle
> BR - "Tekken 6: Bloodline Rebellion"
> Broken - 1 - refers to moves that have been nullified by specific actions, i.e. throw-breaking or chickening - 2 - a word used by members to refer to characters or moves that have certain problems, i.e. too strong, too weak, etc.
>BT - Backturned, Something you should never do unless you're taunting them or setting them up(Xiaoyu is a prime example)
>Buff- moves being made stronger compared to previous Tekken versions
> Buffering - 1 - the art of moving the directional pad or joystick during the recovery time of a previous move and still have it registered, works only with certain moves - 2 - the practice of holding a button while pressing another one, and in effect, it registers as a command where both buttons were pressed
> Bulldog - see [pitbull]
--- C ---
> CC - "crouch cancel"
> Cheese - refers to moves/tactics that are relatively easy to do, but damaging
> Charge - see "Super charge"
> Chicken - a move that prevents a reversal
> Class(number) - How high a tag launcher lunches the opponent
> Crush - a move that possesses a certain number of frames invulnerable to a certain class of attack; if for example, a move crushes high attacks during certain frames, even if the atttacking frames for an attack overlap with your character's vulnerable hitbox during those crush frames, it will not register as a hit.
--- D ---
> Donutshop - stage corners
> Duck - to crouch
> DR - "Tekken 5: Dark Resurrection"
--- E ---
> Eat - to get hit directly by a move
> Elbow - a move attacking with the elbow, elbows can't be parried
> Embu - a short video or clip that features certain characters performing a solo display of their fighting arts and moves, embus were seen in Tekken 3 Tag1 and 4
> eSS - "electric sidestep", a quicker way of doing a normal sidestep
--- F ---
> FC - "full crouch"
> Float - to pick up an opponent off the mat for free juggles for any situation or reason other than getting hit with a launcher, i.e. getting interrupted with a jab during a jumping move or getting hit during a backroll
> Foxstep - a move that can be done both when you're facing an opponent or when your back is facing your opponent, usually require strict inputs
> frame - a unit of time used for accurately measuring tekken-related speeds; it is important to note that tekken currently runs on 60 frames per second
> frame data - the result of measuring the frames of a move
viewtopic.php?f=15048&t=8091
> frame trap - a set up where a move on block lead to garantueed fast and safe follow ups should the opponent try to attack
> free hit - a move that is sure to succeed when done at the proper time
> frame nazi - anybody who tends to flame, belittle, and/or berate other posters over mistakes in their knowledge or posting of frame related information
> ft(number) - competitions with a "first to" condition, such as "first to 5 matches" or "first to 10 matches"
--- G ---
> GB - "guard break" So much advantage on block that opponents can land free attacks afterwards
> getup kicks - All kicks done from any knockdown position.
> getup (knockdown position) (number): Certain kicks or moves done from certain knockdown position
> greenhorn - see [newbie]
> groundgame - see [okizeme]
> GT - "ground throw"
--- H ---
> hayashida step - is a sway~sidestep type move commonly done by characters who can sway with qcb
> HC - "hit confirmable", visually confirm a hit and then press a garantueed followup attack
> hit box - 1. a controller with buttons for movement instead of pads or sticks 2. a box with specific properties around characters and attacks which on collision lead to specific effects, the hitboxes reach are usually what makes an attack reach, big hitboxes are how you can juggle bigger opponents
> homing move - a move that catches sidestepper and sidewalkers both directions
--- I ---
> i(number) - the number of frames it takes for a move to do its fastest possible execution speed, usually used to refer to jabs and pokes
> iSW - "instant shining wizard", a move done by King and Armor King
> iWR - "instant while running"
> iWS - "instant while standing"
--- J ---
> jail - to force an opponent to block a whole sequence of moves
> JGS - "juggle-starter", see [launcher]
> juggle - generally accepted term for the art and practice of hitting an opponent while he is floating in the air
> juggle-ender - a move or series of moves that is used to end a juggling combo, usually powerful and/or long-range moves
> juggle-starter - see [launcher]
> just frame - moves that requires VERY strict timing to perform correctly
viewtopic.php?f=15048&t=7492
--- K ---
> KBD - "korean backdash", another name for back-dash cancelling
> KND - "knockdown", the property of a move or a character knocked down
--- L ---
> launcher - a move or a combination of moves that gets the opponent into the air and sets him/her up for a juggle
> LD - "light dash" wavedashes in a seemingly impossible quick succession
> linear - a move going in a straight line with no tracking or homing properties
> LP = "low parry" parrying a low attack which allows for free juggle damage (without bound)
--- M ---
> magic 4 - represents the basic 4 kick of some characters that have the ability to launch on counter hit, called magic because of its unusual nature
> mash - to randomly hit buttons without any idea of their sequences and consequences
> masher - a player who mashes buttons at a regular basis, see [mash]
> mix-up - a series of moves available for characters that enable you to alternate your combo, so that you can keep your opponent guessing
> mirror match - a fight where the players use the same character
> movement - a central part in tekken, how to move
viewtopic.php?f=15048&t=7523
> multi - multi-throw
--- N ---
> natural combo - a move or a group of moves that is sure to hit the opponent when the move that precedes it connects properly.
> nc - "natural combo", see [natural combo]
> ncc - "natural combo on counter hit", see [natural combo]
> nerf - to weaken a move or character for the sake of balance or fanservice
> netsu - see [rage] the tagged out partner recieves a damage boost
> newbie(s) - people who are new, whether in tekken or any other thing
> noob(s) - see [newbie]
> nub - see [newbie]
--- O ---
> OC - "opponent Crouches", a move property that makes opponents recover in crouch
> OCb - "opponent Crouches on Block"
> OCc - "Opponent Crouches on Counterhit"
> oki - see [okizeme]
> okizeme - the art of inflicting damage and knockdowns on someone when the opposing character is lying on the ground
--- P ---
> parlor tricks - decptive moves and set-ups with glaring weaknesses
> parry - a move that deflects an opponent's attack to give you a momentary advantage, either in terms of positioning or in terms of frames
> pitbull - a way of playing tekken that uses offensive tactics to the extreme
> POB - "punishable on block"
> point character - the character currently on the screen during a tag fight
> poke - to do minor damage to an opponent, usually for the purposes of hit-and-run tactics or to disrupt combos
> pummel - combos done in conjuction with walls
> PP - "punch parry"
> punish - the art of hitting an opponent without him/her having a chance to do anything about it, usually comes after certain moves when blocked or whiffed moves, see [free hit] [whiff]
> punishable - the state of being open for a punish
> pushback - a move pushing the opponent back
--- Q ---
--- R ---
> rage - a powered up state your character enters after you take enough damage
> recovery - time required before the animation of a move ends before the character is allowed to do another move
> reversal - a maneuver that enables you to grab an opponent's appendage during his move and do a throw animation to hurt your opponent
--- S ---
> sabaki - a move that auto-reverses certain attacks during its animation
> safe - a move that will not yield free hits when it is blocked
> sandbagging - When a player chooses (on purpose) to not play their best. either because they are too superior on got nothing to gain, or in order to make tournament rivals think they are worse than what they actually is
> sandwiching - positioning your characters on each side of the juggled opponent during a tag assault
> scrub(s) - 1 - tekken players who are not really that good but think they are good - 2 - sore losers - 3 - a term commonly used by players in referrence to less experienced players and/or players with a somewhat narrow minded fighting style
viewtopic.php?f=4&t=8982
> set-up - a series of moves that are designed to confuse and guide your opponent into doing exactly what you want them to do, usually to get them to be vulnerable to launchers or powerful moves
> sidestep - quickly stepping to the side, avoiding very linear attacks
> sidestep cancel - See [eSS]
> sidewalk - quickly walking to the side, avoiding attacks that doesn't fully track
> slam - to drop your opponent onto the ground with so much force to prevent them from quickly recovering, standing up or rolling
> snakedash - is a sway~sidestep type move commonly done by characters who can sway with qcf
> snakestep - see "hayashida step"
> solo - a player using only one character against a tag team
> spam - to repeat a move again and again
viewtopic.php?f=15048&t=7331
> spike - see [slam]
> splat - see [wall splat]
> super charge - hitting all attack buttons simultaneously, making both your and your opponents moves counter hit, you can't defend, but you inflict guard damage and some characters can do secret moves
--- T ---
> t(number) - refers to "Tekken" while the number tells which version
> tag - switching between two characters in the Tekken Tag Tournament games
> tag assault - buffering the tag button during a bound move, making the tagged out partner come in and set up major damage
> tag combo - buffering the tag button during specific launchers allows the tagged in partner to juggle the opponent instead
> tag crash - escaping okizeme situations by having your partner crash down on your opponent
> tech catch - a juggle situation/set-up designed and guaranteed to re-launch your opponent and/or give you free damage if they tech-roll, usually involves ending your juggle early
> tech trap - 1 - a mixup forced upon the opponent as they tech-roll, taking advantage of the fact that they can only block and so you have an essentially free mid/low mixup - 2 - sometimes used in the definition of [tech catch]
> tech roll - 1 - special moves done by players when hit by certain moves, which may decrease damage or change the properties of the assaulting move - 2 - is when you hit a button right as you land and your character rolls up (if you hit punches) or down (if you hit kicks)
> tenstring - a term that refers to tekken characters' ten-hit combos
> thread - the inner part of the forum, where the posts are visible
> tier - a ranking system for characters, moves and players that is unofficially deciding who's the strongest character, but is generally agreed upon players or may depend upon one's own opinion, may be used in conjunction with other words such as "low-tier", "upper-tier", "god-tier", etc.
viewtopic.php?f=15048&t=6419
> TP - "twin pistons", a move done by Kazuya, Heihachi and Devil Jin
> tracking - moves that follow sidestepping opponents one direction
> trading hits - opponents attacks connecting at the same time
> TTT - "Tekken Tag Tournament"
> TTT2 - "Tekken Tag Tournament 2"
> turtle - a way of playing tekken that uses defensive tactics to the extreme
--- U ---
> UB - "unblockable" move you can't block
> ukemi - see "tech roll"
--- V ---
--- W ---
> wake-up - see [okizeme]
> wake-up game - see [okizeme]
> wall carry - moves or series of moves usually in a juggle designed to bring the opposing player nearer to the wall easily
> wall jump - a special move done by all characters by pressing b,b,u/b against the wall, usually an attack or something jumping over opponents
> wall splat - occurs when a character "sticks" and gets stunned to the wall due to moves that drives him/her there or getting carried there
> WD - "wave dash", crouch dashes done in quick succession
> whiff - happens when a move hits nothing, not even a block
> WR - "while running"
> WS - "while standing" - a characters transition from crouching to standing
--- X ---
--- Y ---
> Yomi - the Japanese expression for mind games commonly used in gaming
viewtopic.php?f=15048&t=8496
--- Z ---
> Zoning - utuilizing attacks with large pushback or long reach to keep opponents away from getting up close
_______________________________________________________________________
If anyone can fleshen this out more, it would be appreciated. As you can see, after F I started giving an F when it comes to capitol letters. I remembered a lot of wierd stuff, and probably forgot even more.
Top
Reply with quote » |
Post a reply »