Table structure:
- term - String
- partOfSpeech - String
- definition - Wikitext
- altDefinition - Wikitext
- infil - URL
- gameSpecifier - List of String, delimiter: ,
This table has 249 rows altogether.
Page | term | partOfSpeech | definition | altDefinition | infil | gameSpecifier |
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Glossary (edit) | (Hard) Read | verb, noun | To predict the opponent's action and punish or avoid it. |
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Glossary (edit) | 360, 720, etc | noun | To input a directional command that is 360/720/etc degrees clockwise or counter-clockwise. This is typically for command throws like Zangief's Spinning Piledriver or Tager's Gigantic Tager Buster. |
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Glossary (edit) | 50/50 | noun, adj. | A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly. |
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Glossary (edit) | Abare | noun | An attack during the opponent's pressure, intended to interrupt it. |
Derived from the Japanese 暴れ, meaning to act brutishly or violently. |
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Glossary (edit) | Active | noun | The active frames of an attack refers to the amount of time an attack can hit the opponent. |
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Glossary (edit) | Active Flow | noun | A state that can be entered by performing enough offensive actions in a round. During active flow moves get a 10% damage increase, burst regenerates faster and Exceed Accels deal roughly double damage. |
BBCT • BBCS • BBCS2 • BBCSE • BBCP • BBCPE • BBCF | ||
Glossary (edit) | Air Turn Air Backdash | verb | Performing an Instant Air Backdash with a Manual Air Turn in the middle to do a forward air dash away from the opponent. Typically used to retreat quickly and further without adding to Negative Penalty. |
P4A • P4AU • P4U2R | ||
Glossary (edit) | Air Turn Air Dash | verb | Performing an Instant Air Dash with a Manual Air Turn in the middle to do an air backdash towards the opponent. Typically used mid-offense to go for cross-ups or pressure resets from a jump-cancellable normal. |
P4A • P4AU • P4U2R | ||
Glossary (edit) | Air-to-Air | noun, verb | A jumping attack that hits the opponent out of the air |
A specific jumping attack that is particularly suited for hitting the opponent out of the air |
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Glossary (edit) | Ambiguous Cross-up | noun | Describes an attack which may cross up, but also may not, depending on extremely subtle and often imperceptible differences in timing or spacing. |
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Glossary (edit) | Ambiguous Crossup | noun | Describes an attack which may cross up, but also may not, depending on extremely subtle and often imperceptible differences in timing or spacing. |
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Glossary (edit) | American Reset | noun | To drop a combo by mis-input or bad spacing, and then pick it back up using the next inputs on the combo or mashing. Frequently can happen in re-land situations. |
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Glossary (edit) | Anchor | noun | In a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player. |
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Glossary (edit) | Anti-Air | noun, verb | A grounded attack that hits the opponent out of the air |
A specific grounded attack that is particularly suited for hitting the opponent out of the air |
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Glossary (edit) | AoA | noun | Shorthand for "All-Out Attack", the command attack that serves as the universal overhead of the P4Arena games. |
P4A • P4AU • P4U2R | ||
Glossary (edit) | Armor | noun | A property which lets a move continue when hit by a set number of moves (usually taking reduced damage). |
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Glossary (edit) | Astral Heat | noun | An Instant Kill that costs 100 meter that can be only performed while on match point and if the opponent has less than 35% HP. When the conditions are met, the character's portrait will glow white. |
BBCT • BBCS • BBCS2 • BBCSE • BBCP • BBCPE • BBCF | ||
Glossary (edit) | Attack Level | noun | An attack attribute that determines the default value for hitstun, blockstun, hitstop, damage, etc.(varies by game) of a move. |
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Glossary (edit) | B&B | noun | A staple combo that is simple yet effective. |
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Glossary (edit) | Barrier Block | noun | A special type of blocking in BlazBlue that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. It also increase blockstun by 1 frame. |
BBCT • BBCS • BBCS2 • BBCSE • BBCP • BBCPE • BBCF | ||
Glossary (edit) | Basuke | noun | From Hokuto no KenA state during particularly long combos in which the victim of the combo begins to rebound off of the floor at extremely high speeds, most commonly while the attacker is also airborne. Resembles dribbling in basketball, hence the name. |
HNK | ||
Glossary (edit) | Block String | noun, verb | A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. |
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Glossary (edit) | Blockstop | noun | When a character blocks, both characters are stopped in place to visualize the block and give feeling of impact. Blockstop describes this phenomenon. Frequently the opponent to be in blockstop longer than the attacker, or in cases of most projectiles, the attacker does not experience blockstop at all. |
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Glossary (edit) | Blockstun | noun | When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun. |
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Glossary (edit) | BnB | noun | A staple combo that is simple yet effective. |
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Glossary (edit) | Bread and Butter | noun, adj. | A staple combo that is relatively simple and effective. |
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Glossary (edit) | Burst | noun | Burst is a universal mechanic that can be used to escape combos. Burst is tied to the Burst gauge and slowly refills throughout the match. |
BBCT • BBCS • BBCS2 • BBCSE • BBCP • BBCPE • BBCF | ||
Glossary (edit) | Burst | noun, verb | An invincible attack that can be performed during hitstun to prevent an opponent from performing a full combo. |
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Glossary (edit) | Burst Option | noun | An explosive, quick attack that is usually unreactable from close to medium range. |
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Glossary (edit) | Cancel | verb, noun | To bypass the remaining time or frames in an action by proceeding directly into another action. |
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Glossary (edit) | CC | noun,verb | Short for Charge CancelA charge cancel is a mechanic in Missing Link in which the player cancels a normal into the Charge input (usually 623 + Respect) on hit or block. This is used as a free, functional equivalent to a Red Roman Cancel from modern Guilty Gear. |
GGML | ||
Glossary (edit) | Charge | adj, verb | The act of holding a direction (usually back or down) for about one second, for the purposes of executing certain special moves like Guile's Sonic Boom. Because charge inputs take a bit of time to prepare before you execute them, they tend to be relatively powerful compared to special moves input using other methods, like a quarter circle, which can be input more quickly and in more situations. |
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Glossary (edit) | Charge Cancel | noun,verb | A charge cancel is a mechanic in Missing Link in which the player cancels a normal into the Charge input (usually 623 + Respect) on hit or block. This is used as a free, functional equivalent to a Red Roman Cancel from modern Guilty Gear. |
GGML | ||
Glossary (edit) | Chicken Block | noun | Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions. |
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Glossary (edit) | Chikuseki | noun | From Hokuto no KenAfter a long, uninterrupted combo of specific normals which results in a knockdown, a meaty attack will trigger an acceleration effect which boosts the rate at which all gauges fill, including the guard crush and hidden dizzy gauges. |
HNK | ||
Glossary (edit) | Chip Damage | noun | Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions. |
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Glossary (edit) | Clean Hit | adj, verb | When certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce. |
GGX • GGX1.5 • GGXX • GGReload • GGSlash • GGAC • GGACR • GGXRD • GGXRD-R • GGXRD-R2 • GGST | ||
Glossary (edit) | Combo | noun | A sequence offensive executions where if the first attack hits and meets specific conditions (such as range, position, gauges, etc.), the correct executions guarantee you to land all the follow-up on the opponent. |
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Glossary (edit) | Command Throw | noun | A throw that is performed by inputting a special command like 214C. Generally command throws have special properties in comparison to normal throws like increased damage or being untechable. |
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Glossary (edit) | Counter | noun, verb | A move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent. |
To adapt to your opponent's strategy and change your own strategy to beat it. |
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Glossary (edit) | Counter Assault | noun | An attack in Blazblue that is only possible while in blockstun that has invincibility and is used to stop the opponent's pressure. |
BBCT • BBCS • BBCS2 • BBCSE • BBCP • BBCPE • BBCF | ||
Glossary (edit) | Counterhit | adj, verb | Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities. |
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Glossary (edit) | Cross under | noun | A specific form of a crossup where an attacker moves under the defending opponent to switch sides. |
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Glossary (edit) | Cross-up | noun | Attacking your opponent after changing which horizontal side you are on, usually by jumping over them. |
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Glossary (edit) | Crossup | noun | Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. |
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Glossary (edit) | Crossup Protection | noun | A period of time where you can block by holding back or forwards after the opponent crosses you up. Under Night, and BBTag have this. |
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Glossary (edit) | Crouch Confirm | noun | A combo that only works on crouching opponents. In some games, opponents hit while crouching may take extra hitstun as opposed to while standing, allowing for generally better combos on crouching hit. |
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Glossary (edit) | Crush Trigger | A chargeable guard crush that can be performed with 25 meter. Sometimes used in combos as charged crush trigger have 100P2. |
BBCP • BBCPE • BBCF | |||
Glossary (edit) | Damage | noun,verb | A quantification of how a character's health bar is reduced when they are hit. |
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Glossary (edit) | Danger Time | noun | A state that a Guilty Gear Xrd match will sometimes enter when two attacks clash. The match will pause, the screen will go dark, and a 3 second countdown appears. After the countdown finishes, the match resumes and the stakes are cranked way, way up. Damage is increased 20%, but more importantly, pretty much every hit you land from a neutral state will be a "Mortal Counter". Danger Time happens completely randomly, so you can't control when it starts, but it almost always results in someone getting smoked. |
GGXRD • GGXRD-R • GGXRD-R2 | ||
Glossary (edit) | Dead Angle | An attack in Guilty Gear that is done during blockstun that has invincibility and is used to stop the opponent's pressure. |
GGX • GGX1.5 • GGXX • GGReload • GGSlash • GGAC • GGACR • GGXRD • GGXRD-R • GGXRD-R2 • GGST | |||
Glossary (edit) | DHC | noun | A term that describes when a character performs a super attack in a team game and tags into another characters super. |
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Glossary (edit) | Disjoint | noun | A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return. |
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Glossary (edit) | Disjointed Hitbox | noun | A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return. |
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Glossary (edit) | Disrespect | verb | The opposite of respect, to perform high risk options without fear of punishment. |
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Glossary (edit) | DP | noun | Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. |
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Glossary (edit) | Dragon Balls | noun | A mechanic that allows players to collect Dragon Balls during the match, when all Dragon Balls have been collected a player can summon Shenron, who can grant one out of four wishes per match. |
DBFZ | ||
Glossary (edit) | Dragon Punch | noun | A move that has invulnerability during its startup, long recovery, and a rising motion. |
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Glossary (edit) | Dragon Rush | noun, verb | A universal grab that all characters have access to, inputted with L+M. |
DBFZ | ||
Glossary (edit) | Dynamic! | noun | A property that occurs when a player performs a full light autocombo on an opponent, granting one random Dragon Ball or summoning Shenron if the conditions have been met. |
DBFZ | ||
Glossary (edit) | EX | noun | 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. Where as supers are unique concepts, EX attacks are often variants of moves available without spending meter. |
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Glossary (edit) | F-Shiki | noun | Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. |
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Glossary (edit) | Fatal Counter | noun | A more powerful version of a Counter Hit in the BlazBlue series that only occurs if certain moves counter hit the opponent. Fatal counter adds 3f of hitstun to every move in the combo. Some moves forces fatal counter and do not require a counter hit. |
BBCT • BBCS • BBCS2 • BBCSE • BBCP • BBCPE • BBCF | ||
Glossary (edit) | Faultless Defense | noun | A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. |
GGX • GGX1.5 • GGXX • GGReload • GGSlash • GGAC • GGACR • GGXRD • GGXRD-R • GGXRD-R2 • GGST | ||
Glossary (edit) | FD | noun | Faultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. |
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Glossary (edit) | FDC | noun | "Faultless Defense Cancel", by buffering and holding 2 attack inputs, it automatically cancels an airdash into an air normal and instantly begins Faultless Defense. This cancels the airdash to land faster, without performing an attack. Note that only pressing the FD macro isn't sufficient; the player must press either two attack buttons or an attack button and the FD macro together. |
GGST | ||
Glossary (edit) | Fireball | noun | A projectile which usually travels slowly across the screen in a horizontal path above the ground. |
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Glossary (edit) | Footsies | verb, noun | A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name. |
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Glossary (edit) | Force Break | noun | A type of special attack in Guilty Gear that consumes meter, but is not a super. Normally the power of these attacks are between that of Specials and Supers. |
GGACR | ||
Glossary (edit) | Force Roman Cancel | noun | A Roman Cancel unique to the Guilty Gear XX series that costs 25 meter in exchange for only being able to be executed during a specific period of a special move. Usually abbreviated to FRC |
GGACR | ||
Glossary (edit) | Frame | noun | The smallest unit of time in a fighting game. Most fighting games are 60 frames per second. |
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Glossary (edit) | Frame Advantage | noun | The difference in time an attacker and a defender can begin moving again after blocking an attack. |
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Glossary (edit) | Frame Kill | noun | A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier. |
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Glossary (edit) | Frame Trap | noun | 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 their own. |
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Glossary (edit) | Fuzzy Guard | verb, adj., noun | A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right. |
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Glossary (edit) | Fuzzy Jump | noun | A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. |
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Glossary (edit) | Fuzzy Overhead | noun | An offensive technique where the attacker exploits a common system mechanic in Fighting Games where a crouching opponent can be hit by a rising overhead as their hurtbox is expanded to be standing even though they are crouch blocking. |
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Glossary (edit) | Gap | noun | The number of frames between two attacks in which the defender leaves blockstun/hitstun. e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose. |
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Glossary (edit) | Gatling | noun | The special category of cancels that describe how each character can cancel normals into other normals and specials. |
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Glossary (edit) | GC Roll | noun, verb | Shorthand for "Guard Cancel Evasive Action", the system mechanic in the P4Arena games that lets a defending player perform an invulnerable dodge out of grounded blockstun at the cost of 50 SP. |
P4A • P4AU • P4U2R | ||
Glossary (edit) | GCA | noun, verb | Shorthand for "Guard Cancel Attack", the system mechanic in the P4Arena games that lets a defending player perform an invulnerable counterattack out of grounded blockstun at the cost of 50 SP. |
P4A • P4AU • P4U2R | ||
Glossary (edit) | Glide | noun,verb | Specifically refers to a technique in the early BlazBlue (and by extension P4A) series where a character cancels their air dash into a series of actions that alters their trajectory downward instead of following the full airdash trajectory. |
BBCT • BBCS • BBCS2 • BBCSE • BBCP • BBCPE • BBCF • P4A • P4AU • P4U2R | ||
Glossary (edit) | Grappler | noun | A character in a fighting game who's primary gameplan is to get close to the opponent and throw them for massive damage. Grapplers usually have awkward mobility, large hurtbox, and high health. |
"I hate fighting grapplers, they're so scary when they get close to you." |
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Glossary (edit) | Grounded | adj. | An opponent remains grounded during combos if no hit launches them off the ground. This is required for certain Hard Knockdowns like 2D. A Grounded Wall Stick results in a Wall Slump. Hitting an opponent during a Floating Crumple will result in a launch, but they are still grounded and can usually be hit after to remain grounded. |
GGST | ||
Glossary (edit) | Guard | verb | The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage. |
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Glossary (edit) | Guard Cancel | noun,verb | An attack which can be performed while the user is in blockstun. |
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Glossary (edit) | Guard Point | noun, adj. | An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Nappa's Too Bad (214S). |
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Glossary (edit) | Guts | A defensive stat in the Guilty Gear games that decreases damage taken at lower life percentages. Every character has a unique Guts rating that determines how fast Guts scaling kicks in. |
GGX • GGX1.5 • GGXX • GGReload • GGSlash • GGAC • GGACR • GGXRD • GGXRD-R • GGXRD-R2 • GGST | |||
Glossary (edit) | Hard Knockdown | noun | A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. |
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Glossary (edit) | High-Low | noun | A mixup where the opponent must choose between blocking high and low. |
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Glossary (edit) | 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. Shown as red in visualizations. |
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Glossary (edit) | Hitgrab | noun, verb | A strike attack that transitions to a throw animation on a successful hit. |
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Glossary (edit) | Hitstop | noun | When a character is hit, both characters are stopped in place to visualize the hit and give feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all. |
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Glossary (edit) | Hitstun | noun | When a character is hit while standing or crouching, 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. |
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Glossary (edit) | HKD | noun | Short for "Hard Knockdown".A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. |
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Glossary (edit) | Hurtbox | noun | The hitbox specifically relating to where a character is vulnerable to an opponent's attack. Shown as blue or cyan in visualizations. |
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Glossary (edit) | Hyper Armor | adj. | An attack that can absorb multiple hits from the opponent (typically taking reduced or fully recoverable damage). Examples of this include Tager's 6[A] and Potemkin's Judge Gauntlet (63214D). |
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Glossary (edit) | IAD | noun | An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. |
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Glossary (edit) | IAS | noun , verb, adj. | Instant Air Special |
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Glossary (edit) | IB | Noun | Instant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both. |