Lane support is also called a babysitter
because the hero will basically babysit the ally carry to help him grow faster and without too much danger.
Being a babysitter means:
- observer wards close to the lane
- harassing the enemy (best done with a ranged support like dazzle)
- Denying creeps to disable some xp from the enemy
- Not last-hitting any creeps and creating space for your carry to move around without any danger
- Using the pulling techniques for keeping your own creeps next to your towers
- Using the hero-attack technique (i do not know how it is really called), where you have to stay behind your wave of creeps and right click an enemy hero, so that the enemy creeps start attacking you, and they will move inwards to your lane, leaving them exposed for the carry to dispose of them more safely.
- Providing occasional tp's/healing salves/sentry wards for heroes like Broodmother/Rikimaru/Phantom lancer/Bounty hunter,etc
The Support is usually assisting the whole team, and he's not focused on babysitting even though he might do something similar on the lane. Though the support role is encouraged to get some kind of farm to provide certain items (Mekansm, pipe, etc) that will be necessary to the team, where the babysitter or lane support, focuses on sacrificing a support's money and early game towards a fast rush to success from the main carry.
A chain is a sequence of moves where a portion of one move's animation is "canceled," and the following move executes immediately. Chain combos are generally easy to perform and don't require very precise timing. Some games have universal chain combo systems -- such as the "magic series" in many Capcom Vs. games -- and many games have character-specific "target combos" that chain specific moves together, such as Ken's MP -> HP
.
A link is a sequence of two moves that occur one after the other, without any cancellation of animation frames. For a link to work, the first move has to leave your character with enough frame advantage to execute the second move before the opponent is allowed to block or otherwise avoid the attack.
Because no animation cancelling occurs during a link, this means that if the second move's button input is performed too early, nothing will happen (because the character will still be in the recovery animation from the first move) and if the input is performed too late, the second move may be blocked (because the opponent will have recovered from the previous move in time to block). This makes links generally harder to perform than chains, sometimes much harder: "one-frame links," for example, must be performed with frame-perfect timing.
Your particular example is a little bit more complicated because in many Street Fighter games, Light Punch and Light Kick can often be chained into themselves -- and each other -- indefinitely. Moves that are chained into in this way, however, generally can't be canceled into special moves. In your example combo, you could chain the first two LPs together, but the final one must be linked into, so that it can be canceled into the SRK. If you don't, the SRK won't cancel the last punch, so it will come out late enough to be blocked. What this means is that you need to wait for the second punch to finish, then precisely time the third punch's input so that it comes out late enough that it doesn't cancel the preceding move, but early enough that it still combos properly.
In combo notation, that particular combo would look like LP xx LP, LP xx HP SRK
.
Best Answer
The key distinction is that a Bot represents an automated player; an NPC, by contrast, isn't playing the game at all.
In general, an NPC is a part of the game; a placed object which is designed by the creator and exists to interact with the player. Examples would include vendors, quest givers, or enemies. In some games, (particularly RPG's), the term is also used to refer to characters under the control of, but not generated by the player. They are often distinguished by having distinct personalities and dialog, whereas a "Player Character" is meant as more of an extension of the player themselves. Think of the companion party members in the Mass Effect series for an example.
A Bot, by contrast, is essentially a player of the game controlled by a computer. This can be populated within a single instance, as a feature in some games (i.e. AI opponents in a normally multiplayer game), or, in some cases, actually represents a separate instance of the application running on a networked computer and being controlled by some manner of AI script (as is common in many MMO's, much to the dismay of the communities playing the game). The term 'Bot' is also often used to refer to software used to enhance or replace the skills of a human player of the game; for example, an 'Aim-Bot' that handles targeting, or a 'Farming Bot' in an MMO that performs tedious or menial tasks. Such bots are usually (though not always), considered cheating and a violation of the Terms of Service of the game in question.