"Glossary" values
247 rows are stored for this pageField | Field type | Value |
---|---|---|
term | String | Proration |
partOfSpeech | String | noun |
definition | Wikitext | A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Proration |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Safejump |
partOfSpeech | String | noun |
definition | Wikitext | A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Safe%20Jump |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Shoryuken |
partOfSpeech | String | noun |
definition | Wikitext | Ryu's Dragon Punch attack (from the Street Fighter series). Used to describe any character's attack that has invincible startup and long recovery. Often, but does not always have a jumping/rising motion. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Shoryuken |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | SPD |
partOfSpeech | String | noun |
definition | Wikitext | Acronym for Spinning or Screw Piledriver. Used to describe a grappler's fast, high reach and highly damaging command grab that is typically executed with a 360 motion. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Spinning%20Piledriver |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | SRK |
partOfSpeech | String | noun |
definition | Wikitext | Ryu's dragon punch attack (from the Street Fighter series). Used to describe any character's attack that has invincible startup and long recovery. Often, but does not always have a jumping/rising motion. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Shoryuken |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | TK |
partOfSpeech | String | noun, verb, adj. |
definition | Wikitext | An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Tiger%20Knee |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | uncombo |
partOfSpeech | String | verb |
definition | Wikitext | Refers to the act of resetting an opponent mid-combo with particularly difficult or even impossible-to-avoid resets to where it might as well be considered an extended combo string. An example is |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | HKD |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Hard%20Knockdown |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | DP |
partOfSpeech | String | noun |
definition | Wikitext | Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Dragon%20Punch |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | FD |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Faultless%20Defense |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | IB |
partOfSpeech | String | Noun |
definition | Wikitext | Instant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Instant%20Block |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Instant Air Special |
partOfSpeech | String | noun , verb, adj. |
definition | Wikitext | A method to perform a special move in the air as fast as possible after you leave the ground. For Example: 2369 for a j.236 input. Also known as a TK. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | IAS |
partOfSpeech | String | noun , verb, adj. |
definition | Wikitext | Instant Air Special |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Meaty Attack |
partOfSpeech | String | noun |
definition | Wikitext | Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. |
altDefinition | Wikitext | To intentionally use an attack's later active frame, instead of the first, to hit the opponent for more frame advantage. |
infil | URL | https://glossary.infil.net/?t=Meaty |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Oki |
partOfSpeech | String | noun, verb |
definition | Wikitext | Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Oki |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | OS |
partOfSpeech | String | noun |
definition | Wikitext | A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Option%20Select |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Disjoint |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Disjointed%20Hitbox |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Renda Sai |
partOfSpeech | String | noun, verb |
definition | Wikitext | From Hokuto no Ken's |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Sengoku Track and Field |
partOfSpeech | String | noun, verb |
definition | Wikitext | From Sengoku Basara XAn infinite combo which repeatedly travels from corner to corner. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Sengoku Space Program |
partOfSpeech | String | noun, verb |
definition | Wikitext | From Sengoku Basara XAn infinite combo which travels infinitely upwards off the top of the screen. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Ambiguous Cross-up |
partOfSpeech | String | noun |
definition | Wikitext | Describes an attack which may cross up, but also may not, depending on extremely subtle and often imperceptible differences in timing or spacing. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Ambiguous |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | B&B |
partOfSpeech | String | noun |
definition | Wikitext | A staple combo that is simple yet effective. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Bread%20and%20Butter |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | BnB |
partOfSpeech | String | noun |
definition | Wikitext | A staple combo that is simple yet effective. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Bread%20and%20Butter |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Cross-up |
partOfSpeech | String | noun |
definition | Wikitext | Attacking your opponent after changing which horizontal side you are on, usually by jumping over them. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Cross-up |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Chikuseki |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Ura Sai |
partOfSpeech | String | noun, verb |
definition | Wikitext | From Hokuto no Ken's |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | AoA |
partOfSpeech | String | noun |
definition | Wikitext | Shorthand for "All-Out Attack", the command attack that serves as the universal overhead of the P4Arena games. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | GCA |
partOfSpeech | String | noun, verb |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | GC Roll |
partOfSpeech | String | noun, verb |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Air Turn Air Dash |
partOfSpeech | String | verb |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Air Turn Air Backdash |
partOfSpeech | String | verb |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Neutral Frenzy |
partOfSpeech | String | noun, verb |
definition | Wikitext | Sometimes referred to as "Half-Burst" |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | OMC |
partOfSpeech | String | noun, verb |
definition | Wikitext | Shorthand for "One More Cancel", the system mechanic in the P4Arena games that lets the player cancel most moves into a neutral state at the cost of 50 SP. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | OMB |
partOfSpeech | String | noun, verb |
definition | Wikitext | Shorthand for "One More Burst", the system mechanic in the P4Arena games that lets the player launch the opponent into the air for a combo extension at the cost of the Burst gauge. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Persona Perfect |
partOfSpeech | String | noun |
definition | Wikitext | A community term for winning a round with the only damage incurred being self-inflicted (such as from using Furious Actions or super cancels from specials). The game itself doesn't count this as a regular Perfect unless the Blue Health is healed fully, hence the distinction. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Self-Awakening |
partOfSpeech | String | noun, verb |
definition | Wikitext | A technique in which a character purposefully lowers their own health to the Awakening threshold force themselves into Awakening state via their Furious Action, super cancels from specials, or perhaps both. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Basuke |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Traveling Combo |
partOfSpeech | String | noun |
definition | Wikitext | From Hokuto no KenHitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Traveling |
partOfSpeech | String | noun |
definition | Wikitext | From Hokuto no KenHitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Grounded |
partOfSpeech | String | adj. |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Mortal Counter |
partOfSpeech | String | noun |
definition | Wikitext | A special type of counter hit which has increased hitstun on all hits during a combo under certain conditions. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Mortal%20Counter |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Danger Time |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Danger%20Time |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | CC |
partOfSpeech | String | noun,verb |
definition | Wikitext | Short for Charge CancelA charge cancel is a mecahnic 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. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Positive Bonus |
partOfSpeech | String | noun |
definition | Wikitext | A special state in Strive that automatically generates tension, reduces meter penalty, as well as other buffs when a player breaks the wall. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Positive%20Bonus |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | IBFD |
partOfSpeech | String | noun |
definition | Wikitext | "Instant Faultless Defense", performed by doing a Instant Block (pressing block within 2 frames of an attack landing) while holding Faultless Defense. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Faultless%20Defense |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | FDC |
partOfSpeech | String | noun |
definition | Wikitext | "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. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Charge Cancel |
partOfSpeech | String | noun,verb |
definition | Wikitext | A charge cancel is a mecahnic 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. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Force Break |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=EX%20Move |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Slashback |
partOfSpeech | String | verb |
definition | Wikitext | A parry mechanic in Guilty Gear Accent Core and Plus R. When holding back or down-back, tapping S+HS within 2 frames of an attack connecting will parry the attack and reduce any blockstun to 3 frames |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Slashback |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Force Roman Cancel |
partOfSpeech | String | noun |
definition | Wikitext | 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 |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Force%20Roman%20Cancel |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Clean Hit |
partOfSpeech | String | adj, verb |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Clean%20Hit |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Overdrive |
partOfSpeech | String | noun |
definition | Wikitext | The name for Super Moves in the Guilty Gear Series. Overdrives cost 50% tension and perform a variety of functions depending on the character |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Overdrive |
gameSpecifier | String | GGX,GGACR |
Field | Field type | Value |
---|---|---|
term | String | Tension |
partOfSpeech | String | noun |
definition | Wikitext | The name for the main resource meter in the Guilty Gear SeriesTension can be spent on Faultless Defense, Overdrives, and more. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Meter |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Guts |
partOfSpeech | String | |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Guts%20Scaling |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Risc |
partOfSpeech | String | Noun |
definition | Wikitext | A mechanic that affects damage received by an attack in the Guilty Gear series. Risc is built by repeatedly blocking normals or specials, and higher levels of risc will increase the damage future attacks will deal. Occasionally referred to as Guard Bar |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=RISC |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Tension Pulse |
partOfSpeech | String | |
definition | Wikitext | A system mechanic which affects how much tension a character will gain for doing specific actions. Higher Tension Pulse increases meter gain, lower Tension Pulse decreases meter gain. Aggressive actions, such as running or jumping forward and attacking will increase it, while defensive options such as walking or dashing backwards will decrease it. Positive Bonus in Guilty Gear Strive will increase Tension Pulse significantly |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Tension%20Pulse |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Kire |
partOfSpeech | String | Verb |
definition | Wikitext | Pronounced ki-ray, a technique which combines a a Tiger Knee and an Instant Air Dash in order to perform an Instant Air Dash and execute a special as soon as its available to be performed. Most commonly seen with |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Kire |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Faultless Defense |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Faultless%20Defense |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Vanish (Hold) |
partOfSpeech | String | noun, verb |
definition | Wikitext | Sometimes referred to as Empty Vanish or Held Vanish, this technique allows a player to perform a vanish without actually performing the follow-up attack, effectively allowing for a instant teleport behind the opponent. However, this technique can only be done during Sparking. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Z Change |
partOfSpeech | String | noun, verb |
definition | Wikitext | A move caused by holding down one of the assist buttons, calling the assist to take the place of the current character with a superdash, which can also be done during normals and specials. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Dead Angle |
partOfSpeech | String | |
definition | Wikitext | An attack in Guilty Gear that is done during blockstun that has invincibility and is used to stop the opponent's pressure. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Dead%20Angle |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Vanish |
partOfSpeech | String | noun, verb |
definition | Wikitext | A technique that costs 1 bar of meter, which will cause the player character to immediately teleport behind the opponent and attack. It can extend combos as well as being plus on block. It is inputted with M+H. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Vanish |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Sparking Blast |
partOfSpeech | String | Verb |
definition | Wikitext | A blast of energy that can be used anytime except when being in a combo. It can be used as a combo extender or as a defensive burst, with each team usually having one sparking blast per match. It is inputted with L+M+H+S. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Super Dash |
partOfSpeech | String | noun, verb |
definition | Wikitext | A attack that causes the player character to fly to the opponents current position, being very susceptible to an antiair. inputted by pressing H+S. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Super%20Dash |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Smash! |
partOfSpeech | String | noun |
definition | Wikitext | A term used to describe moves that cause a camera shift, which are generally used for combo extensions or to give a sliding knockdown. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Sparking |
partOfSpeech | String | noun |
definition | Wikitext | A state that a player finds themselves in after a sparking blast, which gives a slew of positive buffs to their characters for a finite amount of time. This time is increased for each character currently down on their team. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Sparking |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Ki Charge |
partOfSpeech | String | noun, verb |
definition | Wikitext | a technique that allows a player to build meter, although this technique rarely sees much use. Inputted by pressing L+S. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Ki%20Charge |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Limit Break |
partOfSpeech | String | noun |
definition | Wikitext | A state that a player reaches when they only have one character left which increases their damage by 20% and grants one bar of super meter. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Limit%20Break |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Reflect |
partOfSpeech | String | noun, verb |
definition | Wikitext | An almost universal technique that allows a character to push an opponent away during pressure. Unlike other games push block, this cannot be done in blockstun, with the input being 4S |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Reflect |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Dynamic! |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Ki Blast |
partOfSpeech | String | noun, verb |
definition | Wikitext | A projectile attack that is usually inputted with the S button. The properties of the Ki Blast vary to each character. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Ki%20Blast |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Dragon Balls |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Dragon Rush |
partOfSpeech | String | noun, verb |
definition | Wikitext | A universal grab that all characters have access to, inputted with L+M. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Dragon%20Rush |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Rapid Cancel |
partOfSpeech | String | noun |
definition | Wikitext | A mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Rapid%20Cancel |
gameSpecifier | String | BBCF |
Field | Field type | Value |
---|---|---|
term | String | Throw Reject Miss |
partOfSpeech | String | noun |
definition | Wikitext | A state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Throw%20Reject%20Miss |
gameSpecifier | String | BBCF |
Field | Field type | Value |
---|---|---|
term | String | Overdrive |
partOfSpeech | String | noun |
definition | Wikitext | A universal install that freeze the timer and makes combo unburstable. Each character gets unique perks during their overdrives. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Overdrive |
gameSpecifier | String | BBCF |
Field | Field type | Value |
---|---|---|
term | String | Glide |
partOfSpeech | String | noun,verb |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String | BBCF,P4A |
Field | Field type | Value |
---|---|---|
term | String | Burst |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Burst |
gameSpecifier | String | BBCF |
Field | Field type | Value |
---|---|---|
term | String | Astral Heat |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Astral%20Heat |
gameSpecifier | String | BBCF |
Field | Field type | Value |
---|---|---|
term | String | Fatal Counter |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Fatal%20Counter |
gameSpecifier | String | BBCF |
Field | Field type | Value |
---|---|---|
term | String | Crush Trigger |
partOfSpeech | String | |
definition | Wikitext | A chargeable guard crush that can be performed with 25 meter. Sometimes used in combos as charged crush trigger have 100P2. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Crush%20Trigger |
gameSpecifier | String | BBCF |
Field | Field type | Value |
---|---|---|
term | String | Counter Assault |
partOfSpeech | String | noun |
definition | Wikitext | An attack in Blazblue that is only possible while in blockstun that has invincibility and is used to stop the opponent's pressure. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Counter%20Assault |
gameSpecifier | String | BBCF |
Field | Field type | Value |
---|---|---|
term | String | Barrier Block |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Faultless%20Defense |
gameSpecifier | String | BBCF |
Field | Field type | Value |
---|---|---|
term | String | Respect |
partOfSpeech | String | verb |
definition | Wikitext | Constantly taking a more conservative option than one typical does due to opponent's skill, randomness, or character's strong options. |
altDefinition | Wikitext | "He's respecting his stagger pressure so much, he can DP out of this for free!" |
infil | URL | https://glossary.infil.net/?t=Respect |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Disrespect |
partOfSpeech | String | verb |
definition | Wikitext | The opposite of respect, to perform high risk options without fear of punishment. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | One-and-Done |
partOfSpeech | String | verb |
definition | Wikitext | To leave immediately after beating someone once. This is traditionally considered impolite, for One-and-Done somewhat shows that one is intend to take easy win only. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Active |
partOfSpeech | String | noun |
definition | Wikitext | The active frames of an attack refers to the amount of time an attack can hit the opponent. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Active |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Attack Level |
partOfSpeech | String | noun |
definition | Wikitext | An attack attribute that determines the default value for hitstun, blockstun, hitstop, damage, etc.(varies by game) of a move. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Blockstop |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Blockstop |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Blockstun |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Block%20Stun |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Disjointed Hitbox |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Disjointed%20Hitbox |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Frame |
partOfSpeech | String | noun |
definition | Wikitext | The smallest unit of time in a fighting game. Most fighting games are 60 frames per second. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Frame |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Frame Advantage |
partOfSpeech | String | noun |
definition | Wikitext | The difference in time an attacker and a defender can begin moving again after blocking an attack. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Frame%20Advantage |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Gap |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Gap |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Hitbox |
partOfSpeech | String | noun |
definition | Wikitext | A general term showing where an attack can hit the opponent and where the character is vulnerable to attack. |
altDefinition | Wikitext | The hitbox specifically relating to where an attack can hit the opponent. Shown as red in visualizations. |
infil | URL | https://glossary.infil.net/?t=Hitbox |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Hitstop |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Hitstop |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Hitstun |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Hit%20Stun |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Hurtbox |
partOfSpeech | String | noun |
definition | Wikitext | The hitbox specifically relating to where a character is vulnerable to an opponent's attack. Shown as blue or cyan in visualizations. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Hurtbox |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Recovery |
partOfSpeech | String | noun |
definition | Wikitext | The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Recovery |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Startup |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Startup |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Untechable Time |
partOfSpeech | String | noun |
definition | Wikitext | Minimal hitstun before teching is possible. |
altDefinition | Wikitext | When your character is launched, knocked down or hit while airborne, hitstun and untech time may be different. Histun is ended upon being grounded, however untech time is not. Moves such as Hazama's Hungry Coils utilize this feature. |
infil | URL | https://glossary.infil.net/?t=Untech%20Time |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Plus |
partOfSpeech | String | adj |
definition | Wikitext | When you are able to freely act, but your opponent cannot (usually because they are still trapped in block stun from your attack). Being plus (or "positive") in a fighting game is quite strong; it means you always have a headstart on your next attack, even if it's only by a very slim margin. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Plus |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Prorate |
partOfSpeech | String | verb/noun |
definition | Wikitext | A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Proration |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Active Flow |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Active%20Flow |
gameSpecifier | String | BBCF |
Field | Field type | Value |
---|---|---|
term | String | 360, 720, etc |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=360 |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | 50/50 |
partOfSpeech | String | noun, adj. |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=50/50 |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Zoning |
partOfSpeech | String | verb |
definition | Wikitext | The act of denying the opponent the ability to approach, jump, or other movement options. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Zoning |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Whiff |
partOfSpeech | String | verb, adj |
definition | Wikitext | An attack that completely misses the opponent, such as when the opponent is out of range of the attack. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Whiff |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Yomi |
partOfSpeech | String | noun |
definition | Wikitext | From Japanese "読み". Knowing the mind of the opponentTo understand in some way what is going on in the mind of the other player and play around it. Usually involved in reads and conditioning. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Yomi |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Zoner |
partOfSpeech | String | noun |
definition | Wikitext | A character in a fighting game who's primary gameplan is to stay far away keep distance from their opponent. The two main sub-archetypes are projectile zoners and spacers. |
altDefinition | Wikitext | Under Night In-Birth's Yuzuriha is a spacer, a zoner that uses long range non-projectile moves, typically sword attacks. BlazBlue's Nu-13 is a projectile zoner. |
infil | URL | https://glossary.infil.net/?t=Zoner |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Wake Up |
partOfSpeech | String | noun, verb, adj., adv. |
definition | Wikitext | The state and animation a character goes through when they rise from being knocked down. This animation is usually invulnerable for its duration, and usually retains invulnerability to throws for some time after it ends. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Wakeup |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Vortex |
partOfSpeech | String | noun, verb, adv. |
definition | Wikitext | An offensive sequence that starts with a very difficult to block mixup, which then causes a knockdown if it works and loops back into the same mixup over and over again. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Vortex |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Universal Overhead |
partOfSpeech | String | noun |
definition | Wikitext | An overhead that all characters in a specific game have bound to the same input. Guilty Gear's 5D Dust attack is one of the earliest examples. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Un-combo |
partOfSpeech | String | verb |
definition | Wikitext | Refers to the act of resetting an opponent mid-combo with particularly difficult or even impossible-to-avoid resets to where it might as well be considered an extended combo string. An example is |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Trade |
partOfSpeech | String | noun, verb |
definition | Wikitext | When two opposing attacks both collide with opposing hurtboxes on the same frame, resulting in both players getting hit. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Trade |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | True Reversal |
partOfSpeech | String | noun |
definition | Wikitext | A reversal attack of which the user is invulnerable throughout all startup frames, including the first active frame or more. |
altDefinition | Wikitext | Some reversal moves are not "true" as they have only partial startup invul or are prone to trading. |
infil | URL | https://glossary.infil.net/?t=Reversal |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Ukemi |
partOfSpeech | String | noun, verb |
definition | Wikitext | To recover from a knockdown or air hitstun state, usually by pressing a button. This is a common action found in games like BlazBlue and Guilty Gear. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Quick%20Rise |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Spinning Piledriver |
partOfSpeech | String | noun |
definition | Wikitext | Used to describe a grappler's fast, high reach and highly damaging command grab that is typically executed with a 360 motion. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Spinning%20Piledriver |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Stagger Pressure |
partOfSpeech | String | noun |
definition | Wikitext | The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Stagger |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Stagger |
partOfSpeech | String | verb |
definition | Wikitext | A prolonged state of hit stun. In some games the opponent press button(s) to escape stagger sooner. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=stagger |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Stun |
partOfSpeech | String | noun |
definition | Wikitext | A special hurt state in which the character is left unable to act for a long time which goes away after the next combo performed on them. Can sometimes have the duration shortened via a sort of mini-game. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Stun |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Super |
partOfSpeech | String | noun, verb |
definition | Wikitext | A type of attack that consumes meter, and is typically followed by a superfreeze. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Super |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Super Armor |
partOfSpeech | String | noun, adj. |
definition | Wikitext | An attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Armor |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Super Jump |
partOfSpeech | String | noun |
definition | Wikitext | A higher than normal jump, usualy done in Arcsys games by inputting down followed by jump in quick sucession. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Super%20Jump |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Sweep |
partOfSpeech | String | noun |
definition | Wikitext | A large, slow, low hitting attack, typically assigned the same input for all characters. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Technique |
partOfSpeech | String | noun |
definition | Wikitext | New tactics, combos, or discoveries by players. Generally similar to "Technology", with more emphasis on exact inputs. Examples include the famous Tiger Knee or TK input. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Technology |
partOfSpeech | String | noun |
definition | Wikitext | New tactics, combos, or discoveries by players. Can refer to the discovery that a certain character's mix-up is actually easy to defeat, a character having far more potential than was initially assumed, etc. |
altDefinition | Wikitext | (Often referred to as "tech", not to be confused with the same term meaning to recover from hitstun or knockdown) |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Tick Throw |
partOfSpeech | String | noun |
definition | Wikitext | A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Tick%20Throw |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Tech |
partOfSpeech | String | noun (1), verb (1), abbreviation (2) |
definition | Wikitext | To recover from a knockdown or air hitstun state, usually by pressing a button. |
altDefinition | Wikitext | Short for "technique" or "technology". |
infil | URL | https://glossary.infil.net/?t=Tech |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Tiger Knee |
partOfSpeech | String | noun, verb, adj. |
definition | Wikitext | An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Tiger%20Knee |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Touch of Death |
partOfSpeech | String | noun, adj. |
definition | Wikitext | A single combo that will defeat the opponent even from full health. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Touch%20of%20Death |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Shoto |
partOfSpeech | String | noun |
definition | Wikitext | Short for "Shotokan" A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. |
altDefinition | Wikitext | A general all-rounder or balanced character. Examples include P4A's Yu Narukami, Guilty Gear's Ky Kiske, BlazBlue's Jin Kisaragi. |
infil | URL | https://glossary.infil.net/?t=Shoto |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Special |
partOfSpeech | String | |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Special%20Move |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Scramble |
partOfSpeech | String | verb, noun |
definition | Wikitext | An unexpected situation in a match in which both players "scramble" to react and gain advantage. Often occurs after a combo drops. |
altDefinition | Wikitext | "During the scramble, he was mashing reversal like his life depended on it." |
infil | URL | https://glossary.infil.net/?t=Scramble |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Scrub |
partOfSpeech | String | noun |
definition | Wikitext | A low level player. Similar to noob, however does not imply someone is new to the game/scene. |
altDefinition | Wikitext | A player that blames there loses on anything other than themselves. "The Sun was in my eyes!" |
infil | URL | https://glossary.infil.net/?t=Scrub |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Shimmy |
partOfSpeech | String | |
definition | Wikitext | Baiting your opponent into inputting a throw tech or reversal throw then walking backwards out of range of the throw. This can result in a huge punish combo in games with throw whiff animations and without throw tech OS's. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Shimmy |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Rushdown |
partOfSpeech | String | noun, adj. |
definition | Wikitext | Style of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Rushdown |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Safe Jump |
partOfSpeech | String | noun |
definition | Wikitext | A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Safe%20Jump |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Safe Meaty |
partOfSpeech | String | noun |
definition | Wikitext | A well-timed attack on an opponent who is rising from a knockdown. The idea of a Safe Meaty is to land a Meaty?'"`UNIQ--item-5--QINU`"'? attack that hits late into the attack's active frames. The goal is to have this attack connect meaty with your opponent, but recover fast enough to be able to block a reversal attempt. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Sashikaeshi |
partOfSpeech | String | noun, verb |
definition | Wikitext | From Japanese "差し返し", meaning "return the strike". To reactively hit an opponent as punishment for their attempt to use an attack. |
altDefinition | Wikitext | Whiff Punishing |
infil | URL | https://glossary.infil.net/?t=Whiff%20Punish |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Rising Overhead |
partOfSpeech | String | adj., adv. |
definition | Wikitext | Performing a jumping attack while ascending from a jump. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Rock Paper Scissors |
partOfSpeech | String | noun, adj. |
definition | Wikitext | A situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=RPS |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | RPS |
partOfSpeech | String | noun, adj. |
definition | Wikitext | Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=RPS |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Reset |
partOfSpeech | String | noun, verb |
definition | Wikitext | Purposefully ending a combo early in order to perform a mixup in order to deal more damage. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Reset |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | American Reset |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=American%20Reset |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Re-stand |
partOfSpeech | String | noun, verb |
definition | Wikitext | A situation in which a character is taken from an airborne or OTG state and returned to a standing state on the ground while still in hitstun, which is very uncommon. Moves that re-stand the opponent often allow for unique mix-ups that are unexpected (since typically, mix-ups come after a knockdown), or unique combo extensions. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Restand |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Reversal |
partOfSpeech | String | noun, adj., adv. |
definition | Wikitext | To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. |
altDefinition | Wikitext | An attack that has a type of invulnerability from early into and for most of its start-up or duration, and frequently with lots of recovery. Commonly used to describe attacks like Ragna's Inferno Divider or Sol's Volcanic Viper. |
infil | URL | https://glossary.infil.net/?t=Reversal |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Revolver Action |
partOfSpeech | String | noun |
definition | Wikitext | The special category of cancels that describe how each character can cancel normals into other normals. Gatling |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Target%20Combo |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Rhythm Blocking |
partOfSpeech | String | noun |
definition | Wikitext | A form of blocking in which the defender switches from blocking high to blocking low (or vice versa) at a specific time in order to block multiple mixup options. Typically used to defend against mixups in which the overhead and low do not hit on the same frame, allowing the defender to change their guard at the right timing in order to block both options without guessing. If the attacker's low option is faster than their overhead, the defender can Fuzzy Guard the mixup by blocking low first, then switch to blocking high for the overhead. An example of a setup vulnerable to Fuzzy Guarding is Aigis's 5B mixup, as the low option will be faster than the high, and by blocking low, then high at the right timing, the defender can cover both options. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Fuzzy%20Guard |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Renda |
partOfSpeech | String | noun, adjective |
definition | Wikitext | Self-chain or self-cancelable attacks. Depending on context, renda can refer to both cancels on hit and on whiff. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Renda%20Cancel |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Rekka |
partOfSpeech | String | noun |
definition | Wikitext | A series of special attacks that are only available after the first one is performed. |
altDefinition | Wikitext | Named after Fei-Long's Rekkaken punches in Street Fighter 2. |
infil | URL | https://glossary.infil.net/?t=Rekka |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Point |
partOfSpeech | String | noun |
definition | Wikitext | In a 3v3 fighting game, Point refers to the 1st character up to fight out of the 3 selected by the player. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Point%20Character |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Pressure |
partOfSpeech | String | noun, verb |
definition | Wikitext | To attack the opponent continuously and leave little room for counter attacks. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Pressure |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Proximity Block |
partOfSpeech | String | noun |
definition | Wikitext | When not actually blocking an attack, holding back while near an attack will cause your character to go into a blocking animation. Proximity Block explains this phenomenon. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Proximity%20Block |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Pushback |
partOfSpeech | String | noun,verb |
definition | Wikitext | When an attacking player hits their opponent, they are pushed backwards by a small amount. This is the most common form of infinite combo/blockstring prevention system. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Pushback |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Punish |
partOfSpeech | String | verb,adj |
definition | Wikitext | Attacking someone when they are unable to block, making the damage guaranteed. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Punish |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Rave |
partOfSpeech | String | noun |
definition | Wikitext | Short for "Deadly Rave". A super move in which a player must press a series of buttons (usually eight button presses and a quarter-circle move) after execution in order to complete the move. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Deadly%20Rave |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Rebeat |
partOfSpeech | String | noun |
definition | Wikitext | Canceling into a normal on a up-the-alphabet, or weaker button direction. |
altDefinition | Wikitext | A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse". |
infil | URL | https://glossary.infil.net/?t=Reverse%20Beat |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Re-dash |
partOfSpeech | String | verb |
definition | Wikitext | When the attacker in a pressure situation dashes back in on the opponent after a frame advantageous or low frame disadvantageous attack, to reset and thus continue their offense. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | (Hard) Read |
partOfSpeech | String | verb, noun |
definition | Wikitext | To predict the opponent's action and punish or avoid it. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Read |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Reverse Beat |
partOfSpeech | String | noun |
definition | Wikitext | The ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves. |
altDefinition | Wikitext | A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse". |
infil | URL | https://glossary.infil.net/?t=Reverse%20Beat |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Poke |
partOfSpeech | String | noun |
definition | Wikitext | An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Poke |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Parry |
partOfSpeech | String | noun, verb |
definition | Wikitext | An attack or mechanic that allows the defender to brush aside an incoming hit and recover more or less instantly. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Parry |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Plink |
partOfSpeech | String | noun |
definition | Wikitext | Rapidly pressing one button after another, sometimes as quickly as 1 frame apart. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Plink |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Pixie |
partOfSpeech | String | noun |
definition | Wikitext | A character with powerful movement options, short range, small hurtbox, and low health. |
altDefinition | Wikitext | Rachel Alucard and Linne are defining characters of the archetype. |
infil | URL | https://glossary.infil.net/?t=Pixie |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | P Combo |
partOfSpeech | String | noun |
definition | Wikitext | Combo containing as many as possible numbers of punch or lightest normal. Usually used as a trade-off to simply get more combo hits. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | OTG |
partOfSpeech | String | noun, verb |
definition | Wikitext | The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=OTG |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Overhead |
partOfSpeech | String | noun |
definition | Wikitext | An attack that the opponent must block high. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Overhead%20Attack |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | OS Blocking |
partOfSpeech | String | noun |
definition | Wikitext | Blocking while also protecting yourself against something else via the use of an Option Select. Frequently done in Blazblue by pressing 4ABC to input both barrier block (4AB) and throw (BC). |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Off the Ground |
partOfSpeech | String | noun (2), verb (1) |
definition | Wikitext | To hit the opponent while they are on the ground and launch or re-stand them taking them "Off the Ground". |
altDefinition | Wikitext | A move that can hit opponents while they are on the ground. |
infil | URL | https://glossary.infil.net/?t=OTG |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | On-Hit |
partOfSpeech | String | noun |
definition | Wikitext | A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=On%20Hit |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Option Select |
partOfSpeech | String | noun |
definition | Wikitext | A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. |
altDefinition | Wikitext | Dustloop's indepth page on the topic. |
infil | URL | https://glossary.infil.net/?t=Option%20Select |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Neta |
partOfSpeech | String | noun |
definition | Wikitext | Japanese term that roughly translates to "gimmick". Describes combos and pressure sequences that are typically unconventional or inefficient in nature, but are purposefully used anyway for style points or mental damage. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Gimmick |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Normal |
partOfSpeech | String | |
definition | Wikitext | A type of attack that is performed by pressing a single button, and possibly a single held stick direction. |
altDefinition | Wikitext | Character specific or sometimes game specific moves that match this definition are called "Command Normals". |
infil | URL | https://glossary.infil.net/?t=Normal |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Offense |
partOfSpeech | String | noun |
definition | Wikitext | The act of trying to do damage to your opponent, typically from ranges closer than full screen away. Offense is a broad, encompassing term that can include your ability to apply effective mixups, keep good frame advantage during your attacks, and convert openings into high damage. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Offense |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Okiwaza |
partOfSpeech | String | noun, verb |
definition | Wikitext | From Japanese "置き技", meaning "placed move". To pre-emptively use an attack with the intent of covering a specific space which the opponent will move into or extend a hurtbox into. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Poke |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Okizeme |
partOfSpeech | String | noun, verb |
definition | Wikitext | From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Okizeme |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | On-Block |
partOfSpeech | String | noun |
definition | Wikitext | A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=On%20Block |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Midscreen Meterless |
partOfSpeech | String | noun |
definition | Wikitext | A combo that can be preformed without the use of any resources and regardless of location. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Mix-up |
partOfSpeech | String | noun, verb |
definition | Wikitext | To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Mixup |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Meter |
partOfSpeech | String | noun |
definition | Wikitext | A generic term to describe a resource that is used for offense/defense such as Guilty Gear's Tension, BlazBlue's Heat, and Persona 4 Arena's SP. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Meter |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Negative Edge |
partOfSpeech | String | noun |
definition | Wikitext | Using button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions. |
altDefinition | Wikitext | This technique can be applied to doing special attacks for almost all characters, but characters who use this intensively include Guilty Gear's Eddie and BlazBlue's Carl. |
infil | URL | https://glossary.infil.net/?t=Negative%20Edge |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Neutral |
partOfSpeech | String | noun |
definition | Wikitext | When neither player is in an advantageous position in terms of stage position. |
altDefinition | Wikitext | When the player does not press any direction on the joystick/pad (5). |
infil | URL | https://glossary.infil.net/?t=Neutral |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Microdash |
partOfSpeech | String | noun, verb |
definition | Wikitext | The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Mid |
partOfSpeech | String | noun |
definition | Wikitext | In a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Meaty |
partOfSpeech | String | noun, adj. |
definition | Wikitext | Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. |
altDefinition | Wikitext | To intentionally use an attack's later active frame, instead of the first, to hit the opponent for more frame advantage. |
infil | URL | https://glossary.infil.net/?t=Meaty |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Low Profile |
partOfSpeech | String | noun, verb |
definition | Wikitext | When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Low%20Profile |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Mash |
partOfSpeech | String | verb (1), noun (2) |
definition | Wikitext | To press button(s) rapidly without little thought. |
altDefinition | Wikitext | A chaotic situation where both players are attempting to get a move out, similar to a scramble. |
infil | URL | https://glossary.infil.net/?t=Mash |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Low Attack |
partOfSpeech | String | noun |
definition | Wikitext | An attack that the opponent must block low. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Low%20Attack |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Low Crush |
partOfSpeech | String | noun, adj. |
definition | Wikitext | A move that avoids low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground. In games with attack attributes such as Blazblue this is done with Foot attribute invulnerability. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Low%20Crush |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Knowledge Check |
partOfSpeech | String | noun,verb |
definition | Wikitext | A strategy or attack which tests the opponent's knowledge of a given matchup. If an opponent doesn't know how to deal with the knowledge check presented, the check is usually repeated until victory is achieved. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Knowledge%20Check |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Link |
partOfSpeech | String | verb, noun |
definition | Wikitext | To perform a second action after the first action completely finishes its animation. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Link |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Invul |
partOfSpeech | String | noun,adjective |
definition | Wikitext | Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Invincible |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Invuln |
partOfSpeech | String | noun,adjective |
definition | Wikitext | Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Invincible |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Install |
partOfSpeech | String | verb, noun |
definition | Wikitext | A move, usually a super, which changes the properties of the character themself, usually for the better. |
altDefinition | Wikitext | See Sol Badguy's Dragon Install. |
infil | URL | https://glossary.infil.net/?t=Install |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Jump Install |
partOfSpeech | String | noun |
definition | Wikitext | An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Jump%20Install |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Kara Cancel |
partOfSpeech | String | noun |
definition | Wikitext | A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Kara |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Keep-Away |
partOfSpeech | String | noun, adj |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Zoning |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Kusoge |
partOfSpeech | String | noun |
definition | Wikitext | From the Japanese "クソゲー", meaning "shitty game"Kusoge are games which are highly broken in the literal sense. Kusoge often function poorly, and lack polish, and usually have extreme mechanics/balance. Kusoge is both a term of endearment and an insult, depending on the context. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Kusoge |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Hard Knockdown |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Hard%20Knockdown |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Soft Knockdown |
partOfSpeech | String | noun |
definition | Wikitext | A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Soft%20Knockdown |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Guard Cancel |
partOfSpeech | String | noun,verb |
definition | Wikitext | An attack which can be performed while the user is in blockstun. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Guard%20Cancel |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Frame Kill |
partOfSpeech | String | noun |
definition | Wikitext | A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Frame%20Kill |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Fuzzy Jump |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Fuzzy |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Fuzzy Overhead |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Fuzzy%20Attack |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | F-Shiki |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=F-Shiki |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Invulnerability |
partOfSpeech | String | noun,adjective |
definition | Wikitext | A state where a character cannot be hit. A common component of reversal moves. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Invincible |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Invulnerable |
partOfSpeech | String | noun,adjective |
definition | Wikitext | A state where a character cannot be hit. A common component of reversal moves. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Invincible |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Instant Block |
partOfSpeech | String | verb, noun |
definition | Wikitext | A special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Instant%20Block |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | IAD |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Instant%20Air%20Dash |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Hyper Armor |
partOfSpeech | String | adj. |
definition | Wikitext | 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). |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Armor |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | High-Low |
partOfSpeech | String | noun |
definition | Wikitext | A mixup where the opponent must choose between blocking high and low. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Hit Confirm |
partOfSpeech | String | verb |
definition | Wikitext | To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Hit%20Confirm |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Guard Point |
partOfSpeech | String | noun, adj. |
definition | Wikitext | An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Zappa's Too Bad (214S). |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Guard%20Point |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Gatling |
partOfSpeech | String | noun |
definition | Wikitext | The special category of cancels that describe how each character can cancel normals into other normals and specials. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Gatling |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Guard |
partOfSpeech | String | verb |
definition | Wikitext | The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Guard |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Grappler |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | "I hate fighting grapplers, they're so scary when they get close to you." |
infil | URL | https://glossary.infil.net/?t=Grappler |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Fuzzy Guard |
partOfSpeech | String | verb, adj., noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Fireball |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Frame Trap |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Frame%20Trap |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Fireball |
partOfSpeech | String | noun |
definition | Wikitext | A projectile which usually travels slowly across the screen in a horizontal path above the ground. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Fireball |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Footsies |
partOfSpeech | String | verb, noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Footsies |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Damage |
partOfSpeech | String | noun,verb |
definition | Wikitext | A quantification of how a character's health bar is reduced when they are hit. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | DHC |
partOfSpeech | String | noun |
definition | Wikitext | A term that describes when a character performs a super attack in a team game and tags into another characters super. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Delayed%20Hyper%20Combo |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Dragon Punch |
partOfSpeech | String | noun |
definition | Wikitext | A move that has invulnerability during its startup, long recovery, and a rising motion. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Dragon%20Punch |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | EX |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=EX%20Move |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Crouch Confirm |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Crossup |
partOfSpeech | String | noun |
definition | Wikitext | Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Crossup |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Crossup Protection |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Cross-up%20Protection |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Cross under |
partOfSpeech | String | noun |
definition | Wikitext | A specific form of a crossup where an attacker moves under the defending opponent to switch sides. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Combo |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Combo |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Command Throw |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Command%20Throw |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Counter |
partOfSpeech | String | noun, verb |
definition | Wikitext | A move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent. |
altDefinition | Wikitext | To adapt to your opponent's strategy and change your own strategy to beat it. |
infil | URL | https://glossary.infil.net/?t=Counter |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Counterhit |
partOfSpeech | String | adj, verb |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Counter%20Hit |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Anti-Air |
partOfSpeech | String | noun, verb |
definition | Wikitext | A grounded attack that hits the opponent out of the air |
altDefinition | Wikitext | A specific grounded attack that is particularly suited for hitting the opponent out of the air |
infil | URL | https://glossary.infil.net/?t=Anti-Air |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Abare |
partOfSpeech | String | noun |
definition | Wikitext | An attack during the opponent's pressure, intended to interrupt it. |
altDefinition | Wikitext | Derived from the Japanese 暴れ, meaning to act brutishly or violently. |
infil | URL | https://glossary.infil.net/?t=Abare |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Air-to-Air |
partOfSpeech | String | noun, verb |
definition | Wikitext | A jumping attack that hits the opponent out of the air |
altDefinition | Wikitext | A specific jumping attack that is particularly suited for hitting the opponent out of the air |
infil | URL | https://glossary.infil.net/?t=Air-to-air |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Chip Damage |
partOfSpeech | String | noun |
definition | Wikitext | Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Chip%20Damage |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Chicken Block |
partOfSpeech | String | noun |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Chicken%20Block |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Charge |
partOfSpeech | String | adj, verb |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Charge |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Cancel |
partOfSpeech | String | verb, noun |
definition | Wikitext | To bypass the remaining time or frames in an action by proceeding directly into another action. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=cancel |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Burst Option |
partOfSpeech | String | noun |
definition | Wikitext | An explosive, quick attack that is usually unreactable from close to medium range. |
altDefinition | Wikitext | |
infil | URL | |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Burst |
partOfSpeech | String | noun, verb |
definition | Wikitext | An invincible attack that can be performed during hitstun to prevent an opponent from performing a full combo. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Burst |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Bread and Butter |
partOfSpeech | String | noun, adj. |
definition | Wikitext | A staple combo that is relatively simple and effective. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Bread%20and%20Butter |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Block String |
partOfSpeech | String | noun, verb |
definition | Wikitext | 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. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Block%20String |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Armor |
partOfSpeech | String | noun |
definition | Wikitext | A property which lets a move continue when hit by a set number of moves (usually taking reduced damage). |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Armor |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Anchor |
partOfSpeech | String | noun |
definition | Wikitext | In a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Anchor |
gameSpecifier | String |
Field | Field type | Value |
---|---|---|
term | String | Ambiguous Crossup |
partOfSpeech | String | noun |
definition | Wikitext | Describes an attack which may cross up, but also may not, depending on extremely subtle and often imperceptible differences in timing or spacing. |
altDefinition | Wikitext | |
infil | URL | https://glossary.infil.net/?t=Ambiguous |
gameSpecifier | String |