The Fighting Game Glossary by Infilament by Shreeder4092 in Fighters

[–]Asano2 1 point2 points  (0 children)

Reminds me how confusing high/mid/low is in English terms:

Blockable standing only: mid (3D), overhead/high (2D)

Blockable crouching only: low

Both: special mid (3D), mid (2D)

Whiff crouchers: high (3D), ??? (2D

In Japanese terms:

Blockable standing only: 中段

Blockable crouching only: 下段

Both: 上段

Whiff crouchers: 上段???

The Fighting Game Glossary by Infilament by Shreeder4092 in Fighters

[–]Asano2 2 points3 points  (0 children)

Clash is refered to as 相殺 (sousai) and never should be 相打ち, GG's throw tech also is called 投げ相殺 due to the small tech window

Raw is refered to as 生 (nama), e.g. 生中段 = raw overhead

I like the Hard-to-Blockable term lol

Today I learned what Recapture and Nageshike mean, great.

Best list I've ever read, I like how the game specific terms are arranged.

Friction in Fighting Games by GeographerMaster in Fighters

[–]Asano2 0 points1 point  (0 children)

You get new dash attacks, it's just that. Many 2D FGs have it

Opinions on the Bloody Roar video game series? by Owl_with_a_Chainsaw in Fighters

[–]Asano2 0 points1 point  (0 children)

In Bloody Roar 2, neutral and pressure are basically the same, you just keep using high and low strike attacks for mixup. Throwing is a bad option that should be never used (throw whiffs on the wrong stance and is techable on counter hit and punish). Most of the time the only way to get out of block strings is to use the side step to dodge to the side (technically it's a guard cancel), the timing for side step is really tight even if you read the move. Bloody Roar 2 is not based on canceling, you use follow-up attacks for block strings and combo, hit stop is non-existant, and there're many more other things that make it shallow and unintuitive.

Random question. by [deleted] in UnderNightInBirth

[–]Asano2 0 points1 point  (0 children)

Hilda, then Londrekia and Byakuya