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Guilty Gear 100 (Intro)
Conventions & Notations Terms & Definitions

This page outlines all sorts of common terms you hear in the fighting game and Guilty Gear world.

Wakeup When your character is rising from the ground after being knocked down.
Reversal Performing a move on the first frame your character recovers from something, such as performing a Dragon Punch on Wakeup.
Meaty Refers to using an attack against someone while they are waking up. A "meaty attack" often refers to an attack with a lot of active frames, or with a very good hitbox, that is used to attack someone while they are waking up.
Okizemi Attacking someone while they are waking up. The goal is to safely apply pressure or a mixup to maximize your advantage and chances of scoring another combo, while minimizing your chances of eating a reversal Dragon Punch, throw, or super.
Abare The ability level of a character to turn random pokes or hits into damaging combos without the need for meter or specific setups.
Frame Trap A specific type of mixup that involves leaving a small gap in your attack string to bait an attempt to escape.
Dragon Punch A nickname for Ken & Ryu's uppercut from Street Fighter 2. It now generally refers to any move which is invincible from the start, all the way until when it hits. (Abbrev: DP)
Poke A poke is an attack that is used to attack the enemy from a distance safely, usually to either keep them away, control space, or start a combo.
Overhead Nickname given to moves which much be blocked high (standing) and not low (croutching). Dust attacks are always Overheads, as are all normals done from the air.
Pushback The effect of a character getting pushed away from the other when an attack hits or is blocked. When at mid screen, the person blocking or being hit is the one pushed back. In the corner, the one doing the attacking is pushed back. Projectiles can only cause pushback on the person being hit by it, so in the corner there will be no pushback from them at all.
Chip Damage Damage taken when blocking specials, supers, and force breaks. A very small amount of damage, based on the normal damage the move does. Can be negated by Faultless Defense. Chip Damage isn't effected by Guts.
Hit Stun
Guard Stun
The period of time a character cannot act after being hit, or blocking an attack.
Dizzy When your character takes too much damage too fast, he will become dizzy. When dizzy, birds or stars or whatever will flutter above your head, and you can't do ANYTHING until hit or you shake out.
Dead Angle A guard cancel attack. You can attack while guarding when you have 50% tension by hitting forward + any two buttons.
Clash When two moves have their hitboxes collide, but neither player is actually hit, the moves clash and a lightning effect happens. Both characters get tension for this, and can cancel into almost any other move.
Counter Hit If a character is hit during the startup or active frames of a move, he will be counter hit. This causes extra hit stun and extra dizzy damage, as well as other possible effects depending on the move that hit them. Some moves may also be in counterhit state during recovery.
Clean Hit A special property of some of Sol's moves. If you connect the hitbox of the move in a specific way (generally you connect the move near the dead center of the enemy), it will cause a clean hit. This causes special properties to be added, such as additional untechable time, extra long hit stop, and possibly extra damage.

Strategy Types
Rushdown Constantly attacking the opponent quickly, applying lots of pressure, making it difficult for the enemy to do anything other than get hit.
Turtle (Also Turtling) Playing extremely defensive, the opposite of "Rushdown". The goal is to either avoid taking damage, or to wait for the enemy to make a mistake.
Runaway Running away from the opponent, sometimes to win by timeout, or avoid certain attacks.
Keepaway Constantly keeping the opponent away from you, not allowing them to get close. Tends to involve heavy usage of long range pokes or projectiles (See: Venom, Axl, Ky)

Frames A frame is a unit of time measurement. Guily Gear runs at 60 Frames Per Second. Moves are defined by the number of frames they have: startup, active, and recovery. 20F means "20 Frames" or 1/3rd of a second.
Startup Startup refers to the number of frames that it takes before a move can actually hit the other player. A move is said to be 'Starting Up' or 'In Startup' during this time.
Active Active Frames refers to the number of frames that a move can actually hit the other player during. A move is said to be 'Active' during this time.
Recovery Recovery refers to the number of frames that a move requires to recover from. A move is said to be 'Recovering' during this time.

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