||When your character is rising from the ground after being knocked down.
||Performing a move on the first frame your character recovers from something, such as
performing a Dragon Punch on Wakeup.
||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.
||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.
||The ability level of a character to turn random pokes or hits into damaging combos without
the need for meter or specific setups.
||A specific type of mixup that involves leaving a small gap in your attack string
to bait an attempt to escape.
||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)
||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.
||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.
||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
||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.
|The period of time a character cannot act after being hit, or blocking an attack.
||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.
||A guard cancel attack. You can attack while guarding when you have 50% tension by
hitting forward + any two buttons.
||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.
||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.
||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.
||Constantly attacking the opponent quickly, applying lots of pressure, making it difficult
for the enemy to do anything other than get hit.
||(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.
||Running away from the opponent, sometimes to win by timeout, or avoid certain attacks.
||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)