Page values for "Glossary"
"Glossary" values
187 rows are stored for this pageterm | TK |
partOfSpeech | noun, verb, adj. |
definition | A 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. |
infil | https://glossary.infil.net/?t=Tiger%20Knee |
term | Sengoku Track and Field |
partOfSpeech | noun, verb |
definition | From Sengoku Basara XAn infinite combo which repeatedly travels from corner to corner. |
term | Sengoku Space Program |
partOfSpeech | noun, verb |
definition | From Sengoku Basara XAn infinite combo which travels infinitely upwards off the top of the screen. |
term | B&B |
partOfSpeech | noun |
definition | A staple combo that is simple yet effective. |
infil | https://glossary.infil.net/?t=Bread%20and%20Butter |
term | Bread and Butter |
partOfSpeech | noun |
definition | A staple combo that is simple yet effective. |
infil | https://glossary.infil.net/?t=Bread%20and%20Butter |
term | Cross-up |
partOfSpeech | noun |
definition | Attacking your opponent after changing which horizontal side you are on, usually by jumping over them. |
infil | https://glossary.infil.net/?t=Cross-up |
term | FD |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Faultless%20Defense |
term | IB |
partOfSpeech | Noun |
definition | Instant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both. |
infil | https://glossary.infil.net/?t=Instant%20Block |
term | Instant Air Special |
partOfSpeech | noun , verb, adj. |
definition | 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. |
term | IAS |
partOfSpeech | noun , verb, adj. |
definition | Also known as a Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick. |
term | Oki |
partOfSpeech | noun, verb |
definition | Short for "Okizeme"Attacking an opponent about to wake up, usually with meaty attacks or mixups. |
infil | https://glossary.infil.net/?t=Oki |
term | OS |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Option%20Select |
term | Proration |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Proration |
term | Shoryuken |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Shoryuken |
term | Renda Sai |
partOfSpeech | noun, verb |
definition | From Hokuto no Ken's |
term | SRK |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Shoryuken |
term | SPD |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Spinning%20Piledriver |
term | Ura Sai |
partOfSpeech | noun, verb |
definition | From Hokuto no Ken's |
term | Positive Bonus |
partOfSpeech | noun |
definition | A special state in Strive that automatically generates tension, reduces meter penalty, as well as other buffs when a player breaks the wall. |
infil | https://glossary.infil.net/?t=Positive%20Bonus |
term | Mortal Counter |
partOfSpeech | noun |
definition | A special type of counter hit which has increased hitstun on all hits during a combo under certain conditions. |
infil | https://glossary.infil.net/?t=Mortal%20Counter |
term | Danger Time |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Danger%20Time |
term | Faultless Defense |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Faultless%20Defense |
term | Active Flow |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Active%20Flow |
term | Astral Heat |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Astral%20Heat |
term | Barrier Block |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Faultless%20Defense |
term | Traveling |
partOfSpeech | noun |
definition | From Hokuto no KenHitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike. |
term | Chikuseki |
partOfSpeech | noun |
definition | 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. |
term | Traveling Combo |
partOfSpeech | noun |
definition | From Hokuto no KenHitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike. |
term | OMB |
partOfSpeech | noun, verb |
definition | 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. |
term | OMC |
partOfSpeech | noun, verb |
definition | 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. |
term | Neutral Frenzy |
partOfSpeech | noun, verb |
definition | Sometimes referred to as "Half-Burst" |
term | IATABD |
partOfSpeech | verb |
definition | Shorthand for "Instant Air-Turn Air BackDash", or performing an Instant Air Dash 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. |
term | IATAD |
partOfSpeech | verb |
definition | Shorthand for "Instant Air-Turn Air Dash", or 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 from a jump-cancellable normal. |
term | Force Break |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=EX%20Move |
term | AoA |
partOfSpeech | noun |
definition | Shorthand for "All Out Attack", the command attack that serves as the universal overhead of the P4Arena games. |
term | GC Roll |
partOfSpeech | noun, verb |
definition | A shorter nickname 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. |
term | Clean Hit |
partOfSpeech | adj, verb |
definition | 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. |
infil | https://glossary.infil.net/?t=Clean%20Hit |
term | Rapid Cancel |
partOfSpeech | noun |
definition | A mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter. |
infil | https://glossary.infil.net/?t=Rapid%20Cancel |
term | Throw Reject Miss |
partOfSpeech | noun |
definition | A state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt. |
infil | https://glossary.infil.net/?t=Throw%20Reject%20Miss |
term | Dead Angle |
definition | An attack in Guilty Gear that is done during blockstun that has invincibility and is used to stop the opponent's pressure. |
infil | https://glossary.infil.net/?t=Dead%20Angle |
term | Counter Assault |
partOfSpeech | noun |
definition | An attack in Blazblue that is only possible while in blockstun that has invincibility and is used to stop the opponent's pressure. |
infil | https://glossary.infil.net/?t=Counter%20Assault |
term | Crush Trigger |
definition | A chargeable guard crush that can be performed with 25 meter. Sometimes used in combos as charged crush trigger have 100P2. |
infil | https://glossary.infil.net/?t=Crush%20Trigger |
term | Fatal Counter |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Fatal%20Counter |
term | Overdrive |
partOfSpeech | noun |
definition | A universal install that freeze the timer and makes combo unburstable. Each character gets unique perks during their overdrives. |
infil | https://glossary.infil.net/?t=Overdrive |
term | Burst |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Burst |
term | Disrespect |
partOfSpeech | verb |
definition | The opposite of respect, to perform high risk options without fear of punishment. |
term | One-and-Done |
partOfSpeech | verb |
definition | 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. |
term | Active |
partOfSpeech | noun |
definition | The active frames of an attack refers to the amount of time an attack can hit the opponent. |
infil | https://glossary.infil.net/?t=Active |
term | Attack Level |
partOfSpeech | noun |
definition | An attack attribute that determines the default value for hitstun, blockstun, hitstop, damage, etc.(varies by game) of a move. |
term | Ukemi |
partOfSpeech | noun, verb |
definition | 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. |
infil | https://glossary.infil.net/?t=Quick%20Rise |
term | Prorate |
partOfSpeech | verb/noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Proration |
term | Plus |
partOfSpeech | adj |
definition | 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. |
infil | https://glossary.infil.net/?t=Plus |
term | Untechable Time |
partOfSpeech | noun |
definition | Minimal hitstun before teching is possible. |
altDefinition | 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 | https://glossary.infil.net/?t=Untech%20Time |
term | Startup |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Startup |
term | Recovery |
partOfSpeech | noun |
definition | The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. |
infil | https://glossary.infil.net/?t=Recovery |
term | Hitstun |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Hit%20Stun |
term | Hurtbox |
partOfSpeech | noun |
definition | The hitbox specifically relating to where a character is vulnerable to an opponent's attack. Shown as blue or cyan in visualizations. |
infil | https://glossary.infil.net/?t=Hurtbox |
term | Hitstop |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Hitstop |
term | Hitbox |
partOfSpeech | noun |
definition | A general term showing where an attack can hit the opponent and where the character is vulnerable to attack. |
altDefinition | The hitbox specifically relating to where an attack can hit the opponent. Shown as red in visualizations. |
infil | https://glossary.infil.net/?t=Hitbox |
term | Frame Advantage |
partOfSpeech | noun |
definition | The difference in time an attacker and a defender can begin moving again after blocking an attack. |
infil | https://glossary.infil.net/?t=Frame%20Advantage |
term | Frame |
partOfSpeech | noun |
definition | The smallest unit of time in a fighting game. Most fighting games are 60 frames per second. |
infil | https://glossary.infil.net/?t=Frame |
term | Blockstun |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Block%20Stun |
term | Blockstop |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Blockstop |
term | Respect |
partOfSpeech | verb |
definition | Constantly taking a more conservative option than one typical does due to opponent's skill, randomness, or character's strong options. |
altDefinition | "He's respecting his stagger pressure so much, he can DP out of this for free!" |
infil | https://glossary.infil.net/?t=Respect |
term | 50/50 |
partOfSpeech | noun, adj. |
definition | A mixup 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. |
infil | https://glossary.infil.net/?t=50/50 |
term | 360, 720, etc |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=360 |
term | Zoning |
partOfSpeech | verb |
definition | The act of denying the opponent the ability to approach, jump, or other movement options. |
infil | https://glossary.infil.net/?t=Zoning |
term | Zoner |
partOfSpeech | noun |
definition | 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 | 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 | https://glossary.infil.net/?t=Zoner |
term | Yomi |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Yomi |
term | Whiff |
partOfSpeech | verb, adj |
definition | An attack that completely misses the opponent, such as when the opponent is out of range of the attack. |
infil | https://glossary.infil.net/?t=Whiff |
term | Wake up |
partOfSpeech | noun, verb, adj., adv. |
definition | Used to describe a character's state after they have been knocked down and are about to lose his invincibility and regain the ability to act free. |
infil | https://glossary.infil.net/?t=Wakeup |
term | Super Armor |
partOfSpeech | noun, adj. |
definition | 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). |
infil | https://glossary.infil.net/?t=Armor |
term | Technique |
partOfSpeech | noun |
definition | 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. |
term | Technology |
partOfSpeech | noun |
definition | 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 | (Often referred to as "tech", not to be confused with the same term meaning to recover from hitstun or knockdown) |
term | Tick Throw |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Tick%20Throw |
term | Tech |
partOfSpeech | noun (1), verb (1), abbreviation (2) |
definition | To recover from a knockdown or air hitstun state, usually by pressing a button. |
altDefinition | Short for "technique" or "technology". |
infil | https://glossary.infil.net/?t=Tech |
term | Tiger Knee |
partOfSpeech | noun, verb, adj. |
definition | A 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. |
infil | https://glossary.infil.net/?t=Tiger%20Knee |
term | Touch of Death |
partOfSpeech | noun, adj. |
definition | A single combo that will immediately defeat the opponent even from full health. |
infil | https://glossary.infil.net/?t=Touch%20of%20Death |
term | Trade |
partOfSpeech | noun, verb |
definition | When two opposing attacks both collide with opposing hurtboxes on the same frame, resulting in a Counter Hit on both players. |
infil | https://glossary.infil.net/?t=Trade |
term | True Reversal |
partOfSpeech | noun |
definition | A reversal attack of which the user is invulnerable throughout all startup frames, including the first active frame or more. This is important to note, as some reversals that are not "true" may be beaten by meaties, or are prone to trading on the first active frame. |
infil | https://glossary.infil.net/?t=Reversal |
term | Super |
partOfSpeech | noun, verb |
definition | A type of attack that consumes meter, and is typically followed by a superfreeze. |
infil | https://glossary.infil.net/?t=Super |
term | Stagger Pressure |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Stagger |
term | Spinning Piledriver |
partOfSpeech | noun |
definition | Used to describe a grappler's fast, high reach and highly damaging command grab that is typically executed with a 360 motion. |
infil | https://glossary.infil.net/?t=Spinning%20Piledriver |
term | Special |
definition | 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. |
infil | https://glossary.infil.net/?t=Special%20Move |
term | Shoto |
partOfSpeech | noun |
definition | 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 | A general all-rounder or balanced character. Examples include P4A's Yu Narukami, Guilty Gear's Ky Kiske, BlazBlue's Jin Kisaragi. |
infil | https://glossary.infil.net/?t=Shoto |
term | Scrub |
partOfSpeech | noun |
definition | A low level player. Similar to noob, however does not imply someone is new to the game/scene. |
altDefinition | A player that blames there loses on anything other than themselves. "The Sun was in my eyes!" |
infil | https://glossary.infil.net/?t=Scrub |
term | Scramble |
partOfSpeech | verb, noun |
definition | An unexpected situation in a match in which both players "scramble" to react and gain advantage. Often occurs after a combo drops. |
altDefinition | "During the scramble, he was mashing reversal like his life depended on it." |
infil | https://glossary.infil.net/?t=Scramble |
term | Rushdown |
partOfSpeech | noun, adj. |
definition | Style of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate. |
infil | https://glossary.infil.net/?t=Rushdown |
term | Safe Jump |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Safe%20Jump |
term | Rebeat |
partOfSpeech | noun |
definition | Canceling into a normal on a up-the-alphabet, or weaker button direction. |
altDefinition | A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse". |
infil | https://glossary.infil.net/?t=Reverse%20Beat |
term | Re-dash |
partOfSpeech | verb |
definition | 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. |
term | Rekka |
partOfSpeech | noun |
definition | A series of special attacks that are only available after the first one is performed. |
altDefinition | Named after Fei-Long's Rekkaken punches in Street Fighter 2. |
infil | https://glossary.infil.net/?t=Rekka |
term | Renda |
partOfSpeech | noun, adjective |
definition | Self-chain or self-cancelable attacks. Depending on context, renda can refer to both cancels on hit and on whiff. |
infil | https://glossary.infil.net/?t=Renda%20Cancel |
term | Reset |
partOfSpeech | noun |
definition | Purposefully ending a combo early in order to perform a mixup in order to deal more damage. |
infil | https://glossary.infil.net/?t=Reset |
term | American Reset |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=American%20Reset |
term | Re-stand |
partOfSpeech | noun, verb |
definition | 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. |
infil | https://glossary.infil.net/?t=Restand |
term | Reversal |
partOfSpeech | noun, adj., adv. |
definition | To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. |
altDefinition | 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 | https://glossary.infil.net/?t=Reversal |
term | Rising Overhead |
partOfSpeech | adj., adv. |
definition | Performing a jumping attack while ascending from a jump. |
term | Rock Paper Scissors |
partOfSpeech | noun, adj. |
definition | 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. |
infil | https://glossary.infil.net/?t=RPS |
term | RPS |
partOfSpeech | noun, adj. |
definition | 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. |
infil | https://glossary.infil.net/?t=RPS |
term | Poke |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Poke |
term | Pressure |
partOfSpeech | noun, verb |
definition | To attack the opponent continuously and leave little room for counter attacks. |
infil | https://glossary.infil.net/?t=Pressure |
term | Proximity Block |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Proximity%20Block |
term | Rave |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Deadly%20Rave |
term | (Hard) Read |
partOfSpeech | verb, noun |
definition | To predict the opponent's action and punish or avoid it. |
infil | https://glossary.infil.net/?t=Read |
term | Reverse Beat |
partOfSpeech | noun |
definition | Canceling into a normal on a up-the-alphabet, or weaker button direction. |
altDefinition | A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse". |
infil | https://glossary.infil.net/?t=Reverse%20Beat |
term | Overhead |
partOfSpeech | noun |
definition | An attack that the opponent must block high. |
infil | https://glossary.infil.net/?t=Overhead%20Attack |
term | Off the Ground |
partOfSpeech | noun (2), verb (1) |
definition | To hit the opponent while they are on the ground and launch or re-stand them taking them "Off the Ground". |
altDefinition | A move that can hit opponents while they are on the ground. |
infil | https://glossary.infil.net/?t=OTG |
term | OTG |
partOfSpeech | noun, verb |
definition | The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." |
infil | https://glossary.infil.net/?t=OTG |
term | Parry |
partOfSpeech | noun, verb |
definition | An attack or mechanic that allows the defender to brush aside an incoming hit and recover more or less instantly. |
infil | https://glossary.infil.net/?t=Parry |
term | Pixie |
partOfSpeech | noun |
definition | A character with powerful movement options, short range, small hurtbox, and low health. |
altDefinition | Rachel Alucard and Linne are defining characters of the archetype. |
infil | https://glossary.infil.net/?t=Pixie |
term | On-Hit |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=On%20Hit |
term | Option Select |
partOfSpeech | noun |
definition | 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 | Dustloop's indepth page on the topic. |
infil | https://glossary.infil.net/?t=Option%20Select |
term | Oki |
partOfSpeech | noun, verb |
definition | From Japanese "起き攻め". Attacking an opponent as they wake up, usually with meaty attacks or mixups. |
infil | https://glossary.infil.net/?t=Okizeme |
term | On-Block |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=On%20Block |
term | Okizeme |
partOfSpeech | noun, verb |
definition | From Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups. |
infil | https://glossary.infil.net/?t=Okizeme |
term | Okiwaza |
partOfSpeech | noun, verb |
definition | From Japanese "置き技", meaning "placed move". To pre-emptively use an attack with the intent of covering a specific space or to hit an opponent's extended hurtbox during their move's startup. |
infil | https://glossary.infil.net/?t=Poke |
term | Normal |
definition | A type of attack that is performed by pressing a single button, and possibly a single held stick direction. |
altDefinition | Character specific or sometimes game specific moves that match this definition are called "Command Normals". |
infil | https://glossary.infil.net/?t=Normal |
term | Offense |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Offense |
term | Midscreen Meterless |
partOfSpeech | noun |
definition | A combo that can be preformed without the use of any resources and regardless of location. |
term | Mixup |
partOfSpeech | noun, verb |
definition | To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then he is hit by an attack. There are many different types of mixups such as crossup(left/right), high/low, and strike/throw. |
infil | https://glossary.infil.net/?t=Mixup |
term | Meaty |
partOfSpeech | noun, adj. |
definition | 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 | To intentionally use an attack's later active frame, instead of the first, to hit the opponent for more frame advantage. |
infil | https://glossary.infil.net/?t=Meaty |
term | Meaty Attack |
partOfSpeech | noun |
definition | 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 | To intentionally use an attack's later active frame, instead of the first, to hit the opponent for more frame advantage. |
infil | https://glossary.infil.net/?t=Meaty |
term | Meter |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Meter |
term | Negative Edge |
partOfSpeech | noun |
definition | 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 | 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 | https://glossary.infil.net/?t=Negative%20Edge |
term | Neutral |
partOfSpeech | noun |
definition | When neither player is in an advantageous position in terms of stage position. |
altDefinition | When the player does not press any direction on the joystick/pad (5). |
infil | https://glossary.infil.net/?t=Neutral |
term | Install |
partOfSpeech | verb, noun |
definition | A move, usually a super, which changes the properties of the character themself, usually for the better. |
altDefinition | See Sol Badguy's Dragon Install. |
term | Kara Cancel |
partOfSpeech | noun |
definition | A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. |
infil | https://glossary.infil.net/?t=Kara |
term | Keep-Away |
partOfSpeech | noun, adj |
definition | 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. |
infil | https://glossary.infil.net/?t=Zoning |
term | Kusoge |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Kusoge |
term | Knowledge Check |
partOfSpeech | noun,verb |
definition | 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. |
infil | https://glossary.infil.net/?t=Knowledge%20Check |
term | Low Crush |
partOfSpeech | noun, adj. |
definition | 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. |
infil | https://glossary.infil.net/?t=Low%20Crush |
term | Low Profile |
partOfSpeech | noun, verb |
definition | When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. |
infil | https://glossary.infil.net/?t=Low%20Profile |
term | Mash |
partOfSpeech | verb (1), noun (2) |
definition | To press button(s) rapidly without little thought. |
altDefinition | A chaotic situation where both players are attempting to get a move out, similar to a scramble. |
infil | https://glossary.infil.net/?t=Mash |
term | Link |
partOfSpeech | verb, noun |
definition | To perform a second action after the first action completely finishes its animation. |
infil | https://glossary.infil.net/?t=Link |
term | Low Attack |
partOfSpeech | noun |
definition | An attack that the opponent must block low. |
infil | https://glossary.infil.net/?t=Low%20Attack |
term | Guard Point |
partOfSpeech | noun, adj. |
definition | 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). |
infil | https://glossary.infil.net/?t=Guard%20Point |
term | Invuln |
partOfSpeech | noun,adjective |
definition | Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves. |
infil | https://glossary.infil.net/?t=Invincible |
term | Invulnerable |
partOfSpeech | noun,adjective |
definition | A state where a character cannot be hit. A common component of reversal moves. |
infil | https://glossary.infil.net/?t=Invincible |
term | Invul |
partOfSpeech | noun,adjective |
definition | Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves. |
infil | https://glossary.infil.net/?t=Invincible |
term | Instant Block |
partOfSpeech | verb, noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Instant%20Block |
term | Invulnerability |
partOfSpeech | noun,adjective |
definition | A state where a character cannot be hit. A common component of reversal moves. |
infil | https://glossary.infil.net/?t=Invincible |
term | IAD |
partOfSpeech | noun |
definition | 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 or 754 or using a dash macro. |
infil | https://glossary.infil.net/?t=Instant%20Air%20Dash |
term | Hyper Armor |
partOfSpeech | adj. |
definition | 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). |
term | Hit Confirm |
partOfSpeech | verb |
definition | To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent. |
infil | https://glossary.infil.net/?t=Hit%20Confirm |
term | High-Low |
partOfSpeech | noun |
definition | A mixup where the opponent must choose between blocking high and low. |
term | SPD |
partOfSpeech | noun |
definition | Acronym for Spinning or Screw Piledriver. Generally used to describe a grappler's fast, high reach and highly damaging command grab that is typically executed with a 360 motion. |
infil | https://glossary.infil.net/?t=Spinning%20Piledriver |
term | Soft Knockdown |
partOfSpeech | noun |
definition | A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than usual. In Guilty Gear, a Soft Knockdown puts the character into a rolling stance and has them recover quicker than a Hard Knockdown, which gives the offender less options to continue their offense. |
infil | https://glossary.infil.net/?t=Hard%20Knockdown |
term | Hard Knockdown |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Hard%20Knockdown |
term | P Combo |
partOfSpeech | noun |
definition | Combo containing as many as possible numbers of punch or lightest normal. Usually used as a trade-off to simply get more combo hits. |
term | Revolver Action |
partOfSpeech | noun |
definition | The special category of cancels that describe how each character can cancel normals into other normals. |
infil | https://glossary.infil.net/?t=Target%20Combo |
term | Rhythm Blocking |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Fuzzy%20Guard |
term | OS Blocking |
partOfSpeech | noun |
definition | 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). |
term | Gatling |
partOfSpeech | noun |
definition | The special category of cancels that describe how each character can cancel normals into other normals and specials. |
infil | https://glossary.infil.net/?t=Gatling |
term | F-Shiki |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=F-Shiki |
term | Fuzzy Overhead |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Fuzzy%20Attack |
term | Fuzzy Jump |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Fuzzy |
term | Frame Kill |
partOfSpeech | noun |
definition | A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier. |
infil | https://glossary.infil.net/?t=Frame%20Kill |
term | Guard |
partOfSpeech | verb |
definition | The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage. |
infil | https://glossary.infil.net/?t=Guard |
term | Frame Trap |
partOfSpeech | noun |
definition | An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own. |
infil | https://glossary.infil.net/?t=Frame%20Trap |
term | Fuzzy Guard |
partOfSpeech | verb, adj., noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Fireball |
term | Footsies |
partOfSpeech | verb, noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Footsies |
term | Grappler |
partOfSpeech | noun |
definition | 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 | "I hate fighting grapplers, they're so scary when they get close to you." |
infil | https://glossary.infil.net/?t=Grappler |
term | Crouch Confirm |
partOfSpeech | noun |
definition | 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. |
term | Damage |
partOfSpeech | noun,verb |
definition | A quantification of how a character's health bar is reduced when they are hit. |
term | Dragon Punch |
partOfSpeech | noun |
definition | A move that has invulnerability during its startup, long recovery, and a rising motion. |
infil | https://glossary.infil.net/?t=Dragon%20Punch |
term | DP |
partOfSpeech | noun |
definition | Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. |
infil | https://glossary.infil.net/?t=Dragon%20Punch |
term | EX |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=EX%20Move |
term | Fireball |
partOfSpeech | noun |
definition | A projectile which usually travels slowly across the screen in a horizontal path above the ground. |
infil | https://glossary.infil.net/?t=Fireball |
term | BnB |
partOfSpeech | noun, adj. |
definition | A staple combo that is relatively simple and effective. |
infil | https://glossary.infil.net/?t=Bread%20and%20Butter |
term | Burst |
partOfSpeech | noun, verb |
definition | An invincible attack that can be performed during hitstun to prevent an opponent from performing a full combo. |
infil | https://glossary.infil.net/?t=Burst |
term | Cancel |
partOfSpeech | verb, noun |
definition | To bypass the remaining time or frames in an action by proceeding directly into another action. |
infil | https://glossary.infil.net/?t=cancel |
term | Counter |
partOfSpeech | noun, verb |
definition | A move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent. |
altDefinition | To adapt to your opponent's strategy and change your own strategy to beat it. |
infil | https://glossary.infil.net/?t=Counter |
term | Command Throw |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Command%20Throw |
term | Charge |
partOfSpeech | adj, verb |
definition | 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. |
infil | https://glossary.infil.net/?t=Charge |
term | Chicken Block |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Chicken%20Block |
term | Chip Damage |
partOfSpeech | noun |
definition | Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions. |
infil | https://glossary.infil.net/?t=Chip%20Damage |
term | Combo |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Combo |
term | Cross under |
partOfSpeech | noun |
definition | A specific form of a crossup where an attacker moves under the defending opponent to switch sides. |
term | Armor |
partOfSpeech | noun |
definition | A property which lets a move continue when hit by a set number of moves (usually taking reduced damage). |
infil | https://glossary.infil.net/?t=Armor |
term | Block String |
partOfSpeech | noun, verb |
definition | 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. |
infil | https://glossary.infil.net/?t=Block%20String |
term | Crossup Protection |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Cross-up%20Protection |
term | Crossup |
partOfSpeech | noun |
definition | Attacking your opponent after changing which horizontal side you are on, typically by jumping over them. |
infil | https://glossary.infil.net/?t=Crossup |
term | Abare |
partOfSpeech | noun |
definition | An attack during the opponent's pressure, intended to interrupt it. |
altDefinition | Derived from the Japanese 暴れ, meaning to act brutishly or violently. |
infil | https://glossary.infil.net/?t=Abare |
term | Anti-Air |
partOfSpeech | noun, verb |
definition | A grounded attack that hits the opponent out of the air |
altDefinition | A specific grounded attack that is particularly suited for hitting the opponent out of the air |
infil | https://glossary.infil.net/?t=Anti-Air |
term | Air-to-Air |
partOfSpeech | noun, verb |
definition | A jumping attack that hits the opponent out of the air |
altDefinition | A specific jumping attack that is particularly suited for hitting the opponent out of the air |
infil | https://glossary.infil.net/?t=Air-to-air |
term | HKD |
partOfSpeech | noun |
definition | 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. |
infil | https://glossary.infil.net/?t=Hard%20Knockdown |