Talk:Kazuya (SSBU): Difference between revisions

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::In the presentation I heard him say [https://youtu.be/iMy8Ah4eQ8g "hitstop"], which is what we call "hitlag". Additionally, just looking at the footage and his example, there is no hitlag. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 11:50, June 28, 2021 (EDT)
::In the presentation I heard him say [https://youtu.be/iMy8Ah4eQ8g "hitstop"], which is what we call "hitlag". Additionally, just looking at the footage and his example, there is no hitlag. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 11:50, June 28, 2021 (EDT)
:::Indeed, "Hitstun shuffling" is Nintendo's official term for SDI, which is performed during what we call hitlag, so at the very least it is internally consistent (if still confusing in the greater context of FGC linguistics). [[User:DevNode|DevNode]] ([[User talk:DevNode|talk]]) 12:39, June 28, 2021 (EDT)
:::Indeed, "Hitstun shuffling" is Nintendo's official term for SDI, which is performed during what we call hitlag, so at the very least it is internally consistent (if still confusing in the greater context of FGC linguistics). [[User:DevNode|DevNode]] ([[User talk:DevNode|talk]]) 12:39, June 28, 2021 (EDT)
== Vernacular for "Uncrouching Attack" ==
The broader FGC already has a term for this type of input, "While Standing" or "While Rising", abbreviated "WS" (because "WR" is instead understood to be "While Running"). As the input is inherited to Smash as a direct result of a Tekken character's inclusion, I think it would at least be prudent and respectful to use this pre-existing terminology on the wiki page, both for players getting involved in Smash from a prior background in Tekken and for players who decide to immerse themselves in Tekken after trying and enjoying Kazuya's Smash gameplay. [[User:DevNode|DevNode]] ([[User talk:DevNode|talk]]) 00:15, June 29, 2021 (EDT)

Revision as of 23:15, June 28, 2021

Do the characters Kazuya threw into the volcano reference other Tekken characters?

Was anybody else in Tekken thrown into an active volcano besides Heihachi and Kazuya? I initially thought the characters chosen were arbitrary, but then I realized that Ganondorf hasn't had a CG model in any Smash 4 or Ultimate trailer yet (he was in K. Rool's, but that was a still image), and Min Min's trailer was in a completely different animation style. I was thinking Ganondorf represents Heihachi, Min Min represents Xiaoyu, and Marth represents Yoshimitsu, but I don't know who Captain Falcon and Pit could relate to, and it still might be arbitrary. 72.219.72.215 05:08, June 16, 2021 (EDT)

I think Ganondorf is a loose Heihachi analogue being the game's standard beefy human/gerudo villain while the rest are mostly arbitrary with Min Min and Kirby being chosen for the gags they bring. Guybrush20X6 (talk) 05:43, June 16, 2021 (EDT)
Unless you're talking about adding a trivia point, this is not where you talk about this. SeanWheeler (talk) 11:02, June 16, 2021 (EDT)

Did Sakurai mean hitlag or hitstun?

For those who watched the presentation, at one point Sakurai said that Kazuya hardly has any hitstun. Unless my knowledge of the two terms is wrong, the animation afterwards shows Kazuya's attacks dealing hitlag when he hits them and they freeze before getting launched and then showing without hitlag when he hits them and they immediately get launched. I would think that hitsun would be necessary for his combos. Did he mean hitstun or hitlag (hitstop in other games I think)? SacredFire37 (talk) 11:38, June 28, 2021 (EDT)

It's evident he means freeze frames, which our community calls "hitlag" but the translator chose to write as "hitstun". (This is why people shouldn't be using both terms, because they're so confusing together.) Toomai Glittershine ??? The Researcher 11:43, June 28, 2021 (EDT)
In the presentation I heard him say "hitstop", which is what we call "hitlag". Additionally, just looking at the footage and his example, there is no hitlag. --CanvasK (talk) 11:50, June 28, 2021 (EDT)
Indeed, "Hitstun shuffling" is Nintendo's official term for SDI, which is performed during what we call hitlag, so at the very least it is internally consistent (if still confusing in the greater context of FGC linguistics). DevNode (talk) 12:39, June 28, 2021 (EDT)

Vernacular for "Uncrouching Attack"

The broader FGC already has a term for this type of input, "While Standing" or "While Rising", abbreviated "WS" (because "WR" is instead understood to be "While Running"). As the input is inherited to Smash as a direct result of a Tekken character's inclusion, I think it would at least be prudent and respectful to use this pre-existing terminology on the wiki page, both for players getting involved in Smash from a prior background in Tekken and for players who decide to immerse themselves in Tekken after trying and enjoying Kazuya's Smash gameplay. DevNode (talk) 00:15, June 29, 2021 (EDT)