Results for “real time attack”
Only genuine, loyal people understand or remember this — said with knowing pride.
A ballroom category judged on how convincingly you embody a real-world look or role.
An agreement meaning that's true or I relate to that.
The window when the boss is actually hittable — make it count.
Dead air in a fight — the boss is untargetable and you can't deal damage.
Slipping light attacks between your abilities to squeeze out extra DPS.
A sentence so long the parole date sounds like science fiction.
A plea for someone to be serious or honest — 'you cannot be so for real right now.'
Talking to an invisible audience like a streamer, asking if something unbelievable is actually happening.
Late-night reckless energy — going hard, on a track or in the streets.
Real-time read on where the enemies are and what they're about to do.
An attack that smacks the entire party at the same time.
An attack timed to land on its dying active frames as they wake up — max plus frames.
A human speedrun timed in real time, no tools.
A short, timed score-attack shmup — usually a frantic two-to-five-minute run.
Invitation to jump into a voice channel and talk in real time.
Extreme self belief that seems disconnected from reality, often used jokingly and sometimes admiringly.
The edge a moving attacker gets over a static defender, thanks to lag.
The defender who ditches the objective to hunt attackers from behind.
Defenders popping a window to snipe attackers right off spawn.
Defenders leaving the building to ambush attackers outside.
Chipping the enemy down from range without committing to a real fight.
Attacking while backpedalling so you deal damage but never get hit.
Attack Damage Carry, the ranged auto-attacker that hard-carries from bot lane.
Timed pickups on the map that hand you a temporary buff — haste, double damage, the lot.
Paying gold to respawn instantly instead of waiting out the death timer.
Any effect that stops a hero moving, casting, or attacking — stuns, roots, hexes, the lot.
Your basic attacks, the free swings that don't cost mana.
A god's set sequence of basic attacks, each step with its own animation and damage.
The hidden meter deciding which player an enemy decides to attack.
Damage over time — a debuff that ticks away an enemy's health bit by bit.
Real-world trading — swapping in-game wealth for actual money.
A weapon's special attack you bank up energy to unleash.
Time to kill — how long it takes to drop a target.
Healing over time, a heal that ticks you back up gradually instead of all at once.
Tears through armour and health in no time.
An attack string with a tiny gap that stuffs anyone who tries to mash out.
A jump-in timed so tight you block their wake-up reversal even if it whiffs.
A coin-flip mixup — block the wrong way and you're guessing right half the time at best.
Your character's go-to combo — reliable, easy, the one you'll do a thousand times.
An attack that hits from behind, tricking you into blocking the wrong way.
Blocking the exact frame an attack lands to cut blockstun and pushback.
A chain of attacks the opponent blocks back-to-back to keep them pinned in defense.
The brief freeze-frame both characters share the instant an attack connects.
An attack that fires the opponent straight down, usually to their death.
A downward-launching hit you can sometimes jump out of, unlike a true spike.
Deliberately playing below your level — hiding your real skill or holding back in a match.
Your time logged at each checkpoint of a run.