galvatron said:
Great idea and execution so far!
My only problem is that some of these definitions express opinions that are not directly gameplay related (e.g. Turtles are among some of the most hated in the 2P fighting community, poking shows no skill). Dictionaries/glossaries are usually neutral on such matters.... besides, I thought that turtling wasn't just blocking low all the time, but has grown to describe any very defensive style of play. Also, lots of skillful players use pokes...some would say if it wasn't skillful it wouldn't be effective. I think its best for a resource such as this to stay out of such debates...or at least present both sides in a neutral manner. [...]
Well...
Yes, after thinking about it, I guess you're right, there shouldn't be opinions or subjective ratings in glossaries like that, I'll edit my posts accordingly. Regarding the pokes, I wrote that "excessive poking may lead to boring matches and [...] is no sign of great skill", but here I'm refering to poking-only gameplay without any other skillful combos, strats, etc., not to poking itself, of course it's something that can (or must) be done in some situations, as well as turtling. However, there are ppl that EXCLUSIVELY use poking and turtling as their main strategy, which not only can be annoying but hardly requires any other skills than knowing how to block/crouch-block most attacks and the range of the crouching/standing normal attacks.
IMO, Turtling is more than just defensive play. As the name suggests, a turtler always tries to find a position or a guarding/blocking feature that makes him more or less invincible for attacks and only goes for a hit if it's safe to land without a real chance for a counter by the opponent. Maybe most people have a less narrow defintion of the term, but then you'd need to call most Goro, Clark or Kasumi players turtlers because their characters have only a few offensive moves in favour of command throws and normal grabs.
About your definition of unblockables, the specials/DMs you mentioned certainly are a part of them, will do some research and add changes to my definition if necessary.
I'd also like to hear other people's opinions about this.
Here are some more terms:
Jab, Strong, Fierce
Light, medium and hard punch as defined by Capcom in their Street Fighter games. Unlike SNK, Capcom designed a 6-Button layout for their games. Most FAQs you can find on the Internet use these terms when describing punches in Capcom games.
Short, Forward, Roundhouse
Light, medium and hard kick as defined by Capcom in their fighting games. The terms not only refer to the kick power but also to the way the kicks come out.
Charging, Charge Moves, Charge Characters, Charge Supers
Charging means holding the stick in one direction for a few moments and then pushing it to the opposite side, followed by a push of a button, these commands are called Charge Moves. Examples: Terry's Rising Tackle (charge down,up+P), Guile's Sonic Boom (charge back,forward+P). Some of these characters have Charge Supers with a command similar to the normal charge but more complicated. Example: Guile's Sonic Hurricane (charge back,forward,back,forward+P).
Groove
Term used in Capcom vs SNK 1+2 (Arcade, ported to DC, PSX, Xbox, GC, etc.) to describe the selectable fighting styles. In CvS, you can choose between Capcom and SNK style, in CvS2, there are six different styles (S, N, K, C, A, P). Most of them lean towards existing fighting game franchises like Street Fighter, King of Fighters, Samurai Spirites, Fatal Fury, etc.
For example, playing in N Groove will give you gameplay elements such as running, rolls, small jump,
Tech Rolls, a KoF-style power bar system, etc., while you cannot roll in K Groove, instead you get the
Just Defend feature from Garou - MotW, etc.
-isms
-isms are extensions of the normal gameplay options in Capcom's Street Fighter Alpha 3. You can choose between X-Ism (a basic play mode with a few simple specials but no
Alpha Counter), A-Ism (a more enhanced mode with Level-3 Supers) and V-Ism (less costly Alpha Counters, different movesets for certain characters, your chara does less damage).
-isms also affect the way
Super Combos come out, how much damage a character can take and the length of his
Guard Power Gauge. What's more, not all Supers and/or Specials are available in every -ism.
T.O.P.
Gameplay feature of Garou - Mark of the Wolves, short for "Technical Offensive Position". The Power Gauge in MotW has a small overlay bar, once your character's energy drops to T.O.P. level, your characters starts to flash and "T.O.P. IN!" appears on the screen. While in this mode, you can pull off a T.O.P. move (Command: CD) that does good normal and guard crush damage. You also get a little extra power, all other attacks do more damage.
Guard Power Gauge
When you block an attack, this gauge decreases. Once empty, your character suffers from a Guard Crush and becomes dizzy. Afterwards, the gauge recharges but with less energy than before, making it easier for your opponent to Guard Crush you again.
Just Defend
Gameplay feature of Garou - Mark of the Wolves. By blocking an incoming attack at the very last moment, your character can be set up for a counter, he will flash blue momentarily and you'll will gain a small amount of health. With good timing, you can counter with a Guard Cancel attack that does heavy damage.
Super Combos
Term used in Capcom's Street Fighter Alpha series. Refers to an exceptionally strong super that does lots of damage and needs parts of or a complete Power Bar. Commands vary, but mostly it's qcf x2 + button.
Alpha Counter
Term used in Capcom's Street Fighter Alpha series. All characters have AC moves that can be used to counter into a hard-hitting attack out of a block. Command: forward + button while blocking (varies). If done successfully, the character suddenly stops blocking and counters with his custom Alpha Counter attack. Useful when defending against opponents that try to tick you to death. This needs one level of the Super Gauge and also decreases the
Guard Power Gauge.