When's Melty on Steam?
ahaha that's no--wait, what?

The Diaspora > 日本語BBS

メルブラ辞書 (英語<->日本語) Melty Dictionary (English <-> Japanese)

(1/5) > >>

Komidol:
FRXVは本当に楽しかった!がるさんとチェルシーさんがアメリカに来てくださってありがとうございました!次の時、希望はたくさん新しいメルブラをやっている日本人に会えますね!
Final Round 15 was really fun! I'd especially like to thank Garu and Chelsea for coming to America!  Next time my hope is to meet a lot of new Japanese melty blood players! 

こちらは俺とがるさんが作った対戦ゲームの辞書でございます!この辞書を作っているのはまことに面白い経験でした!
This is the fighting game dictionary me and Garu made!  Making this truly was an interesting experience: 

英語 (例) = 漢字・(他の単語)・ひらがな・(カタカナ)・ローマ字
English (Example) = Kanji・(Another Definition)・Hiragana・(Katakana)・Romaji

(Hit) Confirm = (ヒット)確認・(ヒット)かくにん・(hitto) kakunin
(Wake-up) DP = 昇竜・しょうりゅう・shouryuu
Absorb/Drain = 吸収・きゅうしゅう・kyuushuu
Advantage/Plus Frames = 有利・ゆうり・yuuri
Air Back Dash = 空中バックダッシュ・くうちゅうバックダッシュ・kuuchuu bakku dasshu
Air Dash = 空中ダッシュ・くうちゅうダッシュ・kuuchuu dasshu
Air Dodge, j.2E = 空避け・くうさけ・kuu sake
Air Tech = 空中受身・くうちゅううけみ・kuchuu ukemi
Ambiguous Cross-up = 表裏・ひょうり・hyouri
Arc Drive = アークドライブ・aruku doraibu
Back Jump = 後ろジャンプ・うしろジャンプ・ushiro jyanpu
Back Step/44/4(A+B) = バックステップ・bakku suteppu
Bait = フリ・fuuri
Battle = 対戦・たいせん・taisen
Blockstring yomi = 見てから・みてから・mitekara
Buffer, Input Frames = 入力フレーム・にゅうりょくフレーム・nyuuryoku fureemu
Cancel = キャンセル・kyanseru
Champion = 優勝・ゆうしょう・yuushou
Character match-up = キャラ対策・キャラたいさく・kyara taisaku
Character Normals (e.g. 4B/3C/6C) = 特殊技・とくしゅわざ・tokushu waza
Charge a move, BE = ため・BE・tame
Command Grab = コマンド投げ・コマンドなげ・komando nage
Crossup = 捲り・めくり・mekuri
Crouching = しゃがみ・shagami
Dash = ダッシュ・dasshu
Delay = ディレイ・direi
Distance = 距離・きょり・kyori
Dodge, 2E = 避け・さけ・sake
Double Overhead = 二段中段・にだんちゅうだん・nidan chuudan
Easy Modo (Combo), easy low dmg confirm on a difficult link = 妥協(コンボ)・だきょう(コンボ)・dakyou (konbo)
EX (lit. super cost) = ちょうひ・chou hi
Flight = 浮遊・ふゆう・fuyuu
Forward Jump = 前ジャンプ・さきジャンプ・saki jyanpu
Four-Way Mixup = 四択・よんたく・yontaku
Full Combo/Optimum damage combo/Most difficult link combo = フルコンボ・furu konbo
Full Screen = 遠距離・えんきょり・enkyori
Fuzzy = ファジー・faji (Warning - Americans and Japanese have a different concepts of "Fuzzy")
      American concept of Fuzzy = かもね、のぼり中段・のぼりちゅうだん・kamone, noborichuudan
Gimmick = ネタ・neta
Ground Bouncing Move = バウンド技・バウンドわざ・baundo waza
Guard/Block = ガード・gaado
Guard Bar = ガードゲージ・gaado geeji
Guard Break = ガードブレーク・gaado bureeku
Heat/Blood Heat = かいほう・kaihou
Hit Trade = 相打ち・あいうち・aiuchi
HP/Health = ライフゲージ・raifu geeji
i-frames, invincibility = 無敵・むてき・muteki
Initiative Heat = IH
Input = 入力・にゅうりょく・nyuuryoku
Jump = ジャンプ・jyanpu
Landing Recovery = 着地・ちゃくち・chakuchi
Launching Move (Launcher) = 浮かせ技・うかせわざ・ukase waza
Link (situational confirm) = 状況確認・じょうきょうかくにん・jyoukyou kakunin
Mash or attack at a disadvantage = 暴れ・アバレ・abare
Match = 勝負・しょうぶ・shoubu
Meaty = 重なる・かさなる・kasanaru
Melee, within one character range of opponent = きん距離・きんきょり・kinkyori
Meter = ゲージ・geeji
Mid Screen = 中距離・ちゅうきょり・chuukyori
Move (Technique) = 技・わざ・waza
Netplay = ネット対戦・ネットたいせん・nettotaisen
Neutral/Spacing = 立ち回り・たちまわり・tachimawari
Neutral Jump = 垂直ジャンプ・すいちょくジャンプ・suichoku jyanpu
Normals (ONLY - 5A/5B/5C/2A/2B/2C) = 通常技・つうじょうわざ・tsuujyou waza
Numeric Combo Notation = テンキひょうき・tenki hyouki
Option Select = 仕込み・しこみ・shikomi
OTG Relaunch = 引き剥がし・ひきはがし・hikihagashi
OTG = ダウン追い討ち・ダウンおいうち・dawun oiuchi
Overhead = 中段・ちゅうだん・chuudan
Parry or Counter = 当て身・あてみ・atemi
Partial Charge = ちょいため・choitame
Pressure/Block Strings = 固め・かため・katame
Projectile = 飛び道具・とびどうぐ・tobidougu
Proration = 補正・ほせい・hosei
Reduce (Damage) = レデュース・redyuusu
Reflecting Move (Reflector) = 反射技・はんしゃわざ・hansha waza
Reversal = リバサ・ribasa
Right next to someone, lit. "Glued together"  = 密着・みっちゃく・micchaku
Screen = 画面・がめん・gamen
Side Step/2E = サイドステップ・saido suteppu
Spark = サキスパ・sakisupa
Special Moves (214/623/236) = 必殺技・ひっさつわざ・hissatsu waza
Stagger and prevent mashing (lit. to "Crush a struggle")  = アバレ潰し・あばれつぶし・abare tsubushi
Super Jump = ハイジャンプ・hai jyanpu
Super Jump Okizeme Mix-up = サンダードリフト(サンドリ)・さんどり・sandori
Tech Trap = 受身狩り・うけみがり・ukemigari
Tech = 受身・うけみ・ukemi
Three-Way Mixup = 三択・さんたく・santaku
Throw Tech = 投げぬけ・なげぬけ・nagenuke
Throw = 投げ・なげ・nage
TK Range = 低空・ていくう・teikuu
Trash (Player) = へたくそ・hetakuso
Triple Overhead = 三段中段・さんだんちゅうだん・sandan chuudan
Two-Way Mixup, 50/50 = 二択・にたく・nitaku
Unblockable = ガーふ・gaa fu
Using reverse-input tactics to defeat ambiguous cross-ups and sandoori = 波動・はどう・hadou
Wall Slam = 壁バウンド・かべバウンド・kabe baundo
Whiff = スカ・スカす・sukasu
Zoning Character = 遠距離キャラ・えんきょりキャラ・enkyori kyara

P.S.  Haha, some of the literal translations of these are funny.  I would love to write a short article about the making of this and have it cross posted on IPW and Mizuumi, if the hosts are interested!  I felt inspired to write this because the old famous “Japanese and Arcade Lexicon” post previously available on Versus City is now nothing more than a broken link, and I never came across a comprehensive “anime-fighters” dictionary (though there have been a few good posts on major forums).  Melty Blood is a lot more popular in Japan than in America, so you can bet that a lot of these terms are applicable for games such as BlazBlue, ChaosCode, Aquapazza, P4U, and many more!

Curbeh:
暗転返し antengaeshi - super flash reversal
引き寄せる hikiyoseru - reel in
ずれ入力 zurenyuuryoku - kara input
やりこみ yarikomi - practice
回復 kaifuku - (HP) recovery
対空 taikuu - anti air
発生 hassei - start up
連打 renda - mash
相手 aite - opponent
体力 tairyoku - stamina (health)

More with time

Komidol:
Anyone brave enough to start converting to other languages?

Dipstick:
Can you clarify the difference between the JP and US definitions of fuzzy guard? If I had to guess, the JP definition is the same as it is for 3D fighters here, where it's a defensive technique to defend multiple options with one set of inputs. Whereas the US definition is the one commonly associated with anime fighters here: an offensive technique that forces crouching characters to assume a standing hurtbox.

Anyone who knows me knows that this is one of my nitty pet peeves. :p

ehrik:
When I was with garu and komidol making the dictionary, the example he showed for a jp fuzzy was this: ctohno 22[a] or 22d 2c. I'm not 100% sure but I think he was pointing out fake overheads and stuff...?

Edit: he also said it was specific to mb pretty much

Navigation

[0] Message Index

[#] Next page

Go to full version