Numpad Notation
Each direction corresponds to a number on the numpad.
7 File:7.gif | 8 File:8.gif | 9 File:9.gif |
4 File:4.gif | 5 File:5.gif | 6 File:6.gif |
1 File:1.gif | 2 File:2.gif | 3 File:3.gif |
So File:2.gifFile:3.gifFile:6.gifA becomes 236A
File:6.gifA becomes 6A
If no direction is listed, then it is assumed to be neutral. For example j.C means jumping C with no directional input
Abridged List of Abbreviations
Abbreviation | Explanation |
---|---|
X | Press X if no direction is mentioned, assume neutral (5) |
j.X, c.X, f.X, etc. | Press X while jumping, close, far, etc. |
X~Y | Press X then immediately press Y |
[X] | Hold X |
JC | Jump Cancel |
RC | Roman Cancel/ Rapid Cancel |
FRC | False/Force Roman Cancel |
X(#) | after the #th hit of X |
X > Y | cancel X into Y |
X, Y | link X into Y |
360X, 720X, 1080X | perform a 360/ 720/ etc. degree motion with the stick/pad (clockwise or counter-clockwise) and press X. |
Example
Here is a simple example using Ky from Guilty Gear. Use the table above to determine the meaning of this combo. If you get stuck, look at the explanation below.
6P > c.S > 6P > 236K (2) > RC, 66 c.S > 2H > JC > j.K > j.S > j.623H
Explanation
<toggledisplay>
→P > close S > →P > ↓↘→K, Roman Cancel the 2nd hit, run up close S > ↓H > jump cancel > jumping K > jumping S > jumping →↓↘H
</toggledisplay>
More Abbreviations
Abbreviation | Stands For | Explanation |
---|---|---|
IAD | Instant Air Dash | To perform an air dash from a standing position as fast as possible. Done by pressing 956 to air dash forwards or 754 to air dash backwards. |
IB | Instant Block | A mechanic used in games like Guilty Gear and BlazBlue where you begin blocking right before an attack strikes you. The benefit of this is that you recover faster, suffer less pushback, and gain extra meter. |
CH | Counter Hit | To interrupt the opponent's attack with your own. Counter Hits usually have increased hitstun or have additional properties that normal hits do not have. This usually gives the opportunity to retaliate with even stronger combos. |
OTG | Off The Ground | The act of hitting the opponent when the are knocked down, thus hitting them Off The Ground. |
TK | Tiger Knee | The act of performing an air attack very close to the ground starting from a standing position. For example, to perform j.236C very close to the ground, perform a 2369C. If you did this correctly, your character will be airborne and your character will perform a j.236C. |
FD | Faultless Defense | A Guilty Gear term that refers to a special type of blocking that negates chip damage and increases pushback. Can be used to refer to similar mechanics in other games (such as BlazBlue's Barrier Block). |
Gameplay Related Terms
- Normal
- A type of attack that is performed by pressing a single button.
- Special
- A type of attack that requires a command like 236A. These attacks typically special effects that normal attacks do not have such as chip damage, invincibility, etc.
- Super
- A type of attack that consumes meter, and is typically followed by a superfreeze.
- EX / Force Break
- A type of special attack that consumes meter, but is not a super. Normally the power of these attacks are between that of Specials and Supers.
- Combo noun
- A sequence of attack where if the first attack hits, then the followup hits are guaranteed to hit the opponent.
- Cancel verb
- To perform a second action while the first action is still in motion. Used to create combos, advantageous situations, etc.
- Linkverb
- To perform a second action after the first action completely finishes its animation in order to create a combo.
- Low Attack noun
- An attack that the opponent must block low.
- Overhead noun
- An attack that the opponent must block high.
- Mixup noun, verb
- To perform a maneuver that forces a defending opponent to choose between 2 or more options (typically blocking high/low). If the opponent chooses incorrectly, then he is hit by an attack. There are many different types of mixup (such as crossup and high-low).
- Crossup noun
- To perform a maneuver where a defending opponent must block the opposite direction. An example is Ragna jumping over an opponent and attacking with a j.B. Depending on the timing, the opponent must block in two different directions.
- 50/50 noun
- A mixup where the opponent has a choice between 2 options.
- High-Low noun
- A mixup where the opponent must choose between blocking high and low.
- Command Throw noun
- A throw that is performed by inputting a special command like 214C. Generally command throws have special properties like more damage or inescapable.
- Neutral noun
- When neither player is in an advantageous position in terms of location on the stage.
- When the player does not press any direction on the joystick/pad.
- Shoryuken, DP, SRK noun
- Ryu's dragon punch attack (from the Street Fighter series). Used to describe any character's attack that has invincible startup, long recovery, and a jumping/rising motion.
- Rekkas noun
- A series of special attacks that are only available after the first one is performed. Named after Fei-Long's Rekkaken punches in Street Fighter 2.
- Reversal noun
- An invincible attack with lots of recovery. Commonly used to describe attacks like Ragna's Inferno Divider or Sol's Volcanic Viper.
- Hit Confirm verb
- To perform the first hit of a combo, but only performing the followup hits if the first hit successfully hits the opponent.
- Fuzzy Guard
- An advanced offensive technique where the player tricks the opponent to block high then low, then does two high attacks in a row that would normally miss the opponent if done independently.
- Wake up
- The character state after a character is knocked down and is about to be able to move again.
- Okizeme
- Attacking an opponent about to wake up.
- Gatling / Revolver Action
- The special name of cancels that each character can cancel normals
- Burst
- An invincible attack that can be performed during hitstun to prevent an opponent from performing a full combo. Bursts usually consume a very hard-to-come-by resource and can be baited and punished.
- Faultless Defense / Barrier Block
- A special type of blocking that negates chip damage, increases blockstun, and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.
- Dead Angle/ Alpha Counter/ Counter Assault
- An attack that is done during blockstun that has invincibility and is used to stop the opponent's pressure.
- Option Select
- A technique where one command will perform a different action depending on the circumstances.
- Meter
- A generic term to describe a resource that is used for offense/defense such as Guilty Gear's Tension, BlazBlue's Heat.
- Chip Damage noun
- Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions.
- Chicken Block noun
- Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup.
- Pressure noun
- To attack the opponent continuously and leave little room for counter attacks.
- Rushdown noun
- Style of play where you constantly attack the opponent in close range fighting, never giving him an opportunity to retaliate.
- Zoning/ Keep Away noun
- Style of play where you stay far away from the opponent and use ranged attacks to keep the opponent away while slowly whittling away the opponent's life.
- Whiff adj
- An attack that completely misses the opponent such as when the opponent is out of range of the attack.
- Frame Trap
- An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own.
Frame Data Related Terms
- Frame noun
- The smallest unit of time in a fighting game. Most fighting games are 60 frames per second.
- Startup noun
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- Active noun
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- Recovery noun
- The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.
- Frame Advantage/ Static Difference
- The difference in time an attacker and a defender can begin moving again after blocking an attack.
- Hitstop noun
- When a character is hit, both characters are stopped in place to give the hit the feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects characters equally, but this is not always true.
- Hitstun noun
- When a character is hit, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun.
- Blockstun / Guardstun noun
- Similar to hitstun but applies when the opponent blocks an attack.
- Hitbox noun
- A general term showing where an attack can hit the opponent and where the character is vulnerable to attack.
- The hitbox specifically relating to where an attack can hit the opponent.
- Hurtbox noun
- The hitbox specifically relating to where an attack is vulnerable to an opponent's attack.
Fighting Game Culture Related Terms
- Scrub noun
- A low level player.
- I'm a scrub! Go easy on me!
- Beast noun, adj
- A very strong player.
- That guy is so beast! I felt totally outclassed.
- Stream Monster noun
- A person who watches many video streams of tournaments/other fighting game events and participates in the stream chat.
- I don't feel like going anywhere this weekend. I think I'll just be a stream monster.
- Free adj
- To declare that something (or someone) is easy or requires no though.
- You're challenging me? Dude, you're free! I don't even have to use my main to beat you.
- Salty adj
- To feel remorse and bitterness.
- He must have been salty after losing to him; they were arguing with each other all year on the forums.
- Broken adj
- An overpowered character or tactic. Comes from the idea that the game's developers did not fully test a character/tactic thus being 'broken' and not ready for release.
- Man that shit is broken. Did you see how much damage it did?
- Shoto noun
- A character in a fighting game that resembles Ryu and Ken from Street Fighter in terms of playstyle.
- Who's the shoto of this game? They're always good for beginners like me.
- Money Match noun
- A match between two players where both players put money into a pot and the winner of the match gets the money.
- Anyone here want to money match? I need to make some money this weekend!
- Main noun
- The character(s) a player primarily uses and devotes most of his time to using him.
- It's been a year since last talked, how have you been? Do you still main Sol?
- Sub noun
- A character a player uses, but does not use as much as his main.
- I swear that guy has an army of subs that he switches between. Maybe he's trying to find a new main.
- Mash verb
- To press buttons rapidly without any planning. To perform an action without thinking.
- "Do you have any idea what you're doing?"
- "Sorry, I'm just mashing till I figure something out"
- Download verb
- To learn a player's behavior patterns in order to gain an upper hand in a match.
- He won the first game, but I was just using that time to download him. After that I didn't lose a game against him for the rest of the night.