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)
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