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- A "dictionary" for some of the less obvious terminology used in parameters, functions, and constants
- air - Aerial/In the air
- air_lasso - Tethers and zairs
- attack_ - Denotes an attack with the A (attack) button. Usually a directional suffix is appended to it, and occasionally another suffix such as air_ (to denote an aerial attack) etc.
- attack_11 - Jab 1
- attack_12 - Jab 2
- attack_13 - Jab 3
- attack_100 - Rapid jab
- attack_air - Aerial attack (nair, fair, etc.)
- attack_n - Jab
- bind - Stun/Dizzy effects such as from Mewtwo's disable
- capture - Grabbed
- catch - Grab
- clatter - Mashing
- damage_fall - Tumble
- damage_fly - Knockback
- damage_fly_speed_up - Related to the "balloon" effect of knockback
- dash - Initial Dash
- dive - Fast fall
- escape - Spotdodges
- escape_air - Airdodge
- escape_air_slide - Directional airdodge
- escape_f/escape_b - Forward and back roll
- final - Usually relates to final smashes
- flick - Stick flick, used for number of frames stick is displaced
- furafura - Post-shieldbreak dizzy animation
- guard - Shield
- guard_off - Dropping shield
- guard_on - Bringing up shield
- guard_to_pass - Shield drop
- hit_normal - End of invincibility/intangibility
- hit_stop_delay/hit_stop_delay_flick - SDI
- hit_xlu/invincibility/no_damage - Invincibility/intangibility
- hitstop/hit_stop - Hitlag
- jostle - Character collision handling. This was changed in Ultimate to prevent characters from running through each other
- jump_mini/mini_jump - Short hop
- just_shield - Parrying
- N/S/F/B/LW/HI - Usually appended to directional actions such as attacks or item throws; neutral, side, forward, back, up/high, down/low
- pass - Drop through platforms
- passive - Teching
- penalty - Usually refers to dodge staling
- precede - Buffer
- reaction - Knockback
- reaction_frame/damage_frame - Hitstun
- run - Run
- run_brake - Run skid (letting go of control stick during a full run)
- run_turn/turn_run - Turn skid (while turning during a full run)
- S3/HI3/LW3 - Ftilt/Utilt/Dtilt input
- S4/HI4/LW4 - Fsmash/Usmash/Dsmash input
- shield - Shield
- shield_setoff/guard_damage - Shieldstun/Shield damage
- song/sleep - Sleep
- special_ - Denotes an attack with the B (attack) button. Usually a directional suffix is appended to it, and occasionally another suffix
- status_start_turn - B-reverse
- tread - Footstool
- turn_dash - Turnaround dash
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- ACMD/MOTION/SCRIPT NAME NUANCES
- - The motion names for ftilts and fsmashes always have "_s" appended to the end for non-angled ftilts/fsmashes, even ones that can't be angled. For example, Game & Watch's ftilt motion name would be "attack_s3_s" and his fsmash motion name would be "attack_s4_s". This does not apply to the script names for non-angled ftilts/fsmashes.
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- CHARACTER-SPECIFIC STUFF
- - Ryu/Ken's Move Names -
- Jab 1 - attack_11_w / game_attack11w
- Proximity Jab - attack_11_near_s / game_attack11nears
- Strong Jab (Roundhouse/Inazuma Kick) - attack_11_s / game_attack11s
- Weak Ftilt - attack_s3_s_w / game_attacks3w
- Strong Ftilt - attack_s3_s_s / game_attacks3s
- Proximity Ftilt - attack_near_w / game_attacknearw
- Weak Utilt - attack_hi3_w / game_attackhi3w
- Strong Utilt - attack_hi3_s / game_attackhi3s
- Weak Dtilt - attack_lw3_w / game_attacklw3w
- Strong Dtilt - attack_lw3_s / game_attacklw3s
- --------------------------------------------------------------------------------------
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