Glossary: Difference between revisions

From Dustloop Wiki
(→‎Common Vocabulary: started the cleanup and adding some infil links)
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|partOfSpeach=noun
|partOfSpeach=noun
|definition=An attack during the opponent's pressure, intended to interrupt it.
|definition=An attack during the opponent's pressure, intended to interrupt it.
|infil=https://glossary.infil.net/?t=Abare
}}
{{GlossaryTerm
|term=Barrier Block
|partOfSpeach=noun
|definition=A special type of blocking in BlazBlue that negates chip damage, decreases blockstun, 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
}}
}}
{{GlossaryTerm
{{GlossaryTerm
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|partOfSpeach=noun
|partOfSpeach=noun
|definition=An invincible attack that can be performed during hitstun to prevent an opponent from performing a full combo. Bursts usually consume a very hard-to-come-by resource and can be baited and punished.
|definition=An invincible attack that can be performed during hitstun to prevent an opponent from performing a full combo. Bursts usually consume a very hard-to-come-by resource and can be baited and punished.
|infil=https://glossary.infil.net/?t=Burst
}}
}}
{{GlossaryTerm
{{GlossaryTerm
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|partOfSpeach=Verb
|partOfSpeach=Verb
|definition= To bypass the remaining time or frames in an action by proceeding directly into another action
|definition= To bypass the remaining time or frames in an action by proceeding directly into another action
|infil=https://glossary.infil.net/?t=cancel
}}
}}
{{GlossaryTerm
{{GlossaryTerm
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|partOfSpeach=noun
|partOfSpeach=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.
|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
}}
}}
{{GlossaryTerm
{{GlossaryTerm
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|partOfSpeach=noun
|partOfSpeach=noun
|definition=Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup.
|definition=Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup.
|infil=https://glossary.infil.net/?t=Chicken%20Block
}}
}}
{{GlossaryTerm
{{GlossaryTerm
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|partOfSpeach=noun
|partOfSpeach=noun
|definition=Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions.
|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
}}
}}
{{GlossaryTerm
{{GlossaryTerm
|term=Combo
|term=Combo
|partOfSpeach=noun
|partOfSpeach=noun
|definition=A sequence of attack where if the first attack hits, then the followup hits are guaranteed to hit the opponent.
|definition=A sequence of attack where if the first attack hits, then the follow-up hits are guaranteed to hit the opponent.
|infil=https://glossary.infil.net/?t=Combo
}}
}}
{{GlossaryTerm
{{GlossaryTerm
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|partOfSpeach=noun
|partOfSpeach=noun
|definition=A maneuver wherein an attacker switches sides with a defender and forces them to block in the opposite direction. Crossups can be ambiguous and make a defender block in the wrong direction. An example is Ragna the Bloodedge jumping over an opponent and attacking with a j.B. The direction the opponent must block varies with the timing of the attack.
|definition=A maneuver wherein an attacker switches sides with a defender and forces them to block in the opposite direction. Crossups can be ambiguous and make a defender block in the wrong direction. An example is Ragna the Bloodedge jumping over an opponent and attacking with a j.B. The direction the opponent must block varies with the timing of the attack.
|infil=https://glossary.infil.net/?t=Crossup
}}
}}
{{GlossaryTerm
{{GlossaryTerm
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{{GlossaryTerm
{{GlossaryTerm
|term=Dead Angle/ Alpha Counter/ Counter Assault
|term=Dead Angle
|definition=An attack that is done during blockstun that has invincibility and is used to stop the opponent's pressure.
|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
}}
}}
{{GlossaryTerm
{{GlossaryTerm
|term=EX / Force Break
|term=EX
|partOfSpeach=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.
|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.
|infil=https://glossary.infil.net/?t=EX%20Move
}}
{{GlossaryTerm
|term=Force Break
|partOfSpeach=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
}}
}}
{{GlossaryTerm
{{GlossaryTerm
|term=Faultless Defense / Barrier Block
|term=Faultless Defense
|partOfSpeach=noun
|partOfSpeach=noun
|definition=A special type of blocking that negates chip damage, decreases blockstun, and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.
|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
}}
}}
{{GlossaryTerm
{{GlossaryTerm
|term=Fatal Counter
|term=Fatal Counter
|partOfSpeach=Noun
|partOfSpeach=Noun
|infil=https://glossary.infil.net/?t=Fatal%20Counter
}}
}}
{{GlossaryTerm
{{GlossaryTerm
|term=Mortal Counter
|term=Mortal Counter
|definition= A special type of counter hit which has increased hitstun on all hits during a combo under certain conditions.
|definition= A special type of counter hit which has increased hitstun on all hits during a combo under certain conditions.
|https://glossary.infil.net/?t=Mortal%20Counter
}}
}}
{{GlossaryTerm
{{GlossaryTerm

Revision as of 13:22, 12 August 2021

Common Vocabulary

Abare
An attack during the opponent's pressure, intended to interrupt it.
Infil Glossary Entry: https://glossary.infil.net/?t=Abare
Barrier Block
A special type of blocking in BlazBlue that negates chip damage, decreases blockstun, and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.
Infil Glossary Entry: https://glossary.infil.net/?t=Faultless%20Defense
Burst
An invincible attack that can be performed during hitstun to prevent an opponent from performing a full combo. Bursts usually consume a very hard-to-come-by resource and can be baited and punished.
Infil Glossary Entry: https://glossary.infil.net/?t=Burst
Cancel
To bypass the remaining time or frames in an action by proceeding directly into another action
Infil Glossary Entry: https://glossary.infil.net/?t=cancel
Catch Move / Parry Move / Counter Move
An attack where your character goes into a blocking stance and will only trigger an attack if the opponent hits you. Examples of this include Hakumen's Drive attacks, Axl's Tenhou Seki (214P/K), and Vegito's Barrier (214S).
Command Throw
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 Glossary Entry: https://glossary.infil.net/?t=Command%20Throw
Chicken Block
Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup.
Infil Glossary Entry: https://glossary.infil.net/?t=Chicken%20Block
Chip Damage
Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions.
Infil Glossary Entry: https://glossary.infil.net/?t=Chip%20Damage
Combo
A sequence of attack where if the first attack hits, then the follow-up hits are guaranteed to hit the opponent.
Infil Glossary Entry: https://glossary.infil.net/?t=Combo
Crossup
A maneuver wherein an attacker switches sides with a defender and forces them to block in the opposite direction. Crossups can be ambiguous and make a defender block in the wrong direction. An example is Ragna the Bloodedge jumping over an opponent and attacking with a j.B. The direction the opponent must block varies with the timing of the attack.
Infil Glossary Entry: https://glossary.infil.net/?t=Crossup
Cross under
A specific form of a crossup where an attacker dashes under the defending opponent to switch sides.
Dead Angle
An attack in guilty gear that is done during blockstun that has invincibility and is used to stop the opponent's pressure.
Infil Glossary Entry: https://glossary.infil.net/?t=Dead%20Angle
EX
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.
Infil Glossary Entry: https://glossary.infil.net/?t=EX%20Move
Force Break
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 Glossary Entry: https://glossary.infil.net/?t=EX%20Move
Faultless Defense
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 Glossary Entry: https://glossary.infil.net/?t=Faultless%20Defense
Fatal Counter
Infil Glossary Entry: https://glossary.infil.net/?t=Fatal%20Counter
Mortal Counter
A special type of counter hit which has increased hitstun on all hits during a combo under certain conditions.
Frame Trap
An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own.
Fuzzy Guard
An advanced offensive technique where the player tricks the opponent to block high then low, then does two high attacks in a row that would whiff on a crouching opponent, resulting in a defender being hit by an overhead. When switching from standing to crouching block, the defender's vertical hurtbox remains extended briefly, allowing moves that whiff on crouching opponents to connect, and the defender will often be shown as blocking incorrectly while still standing to block the overhead high.
Fuzzy Guard (2)
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.
Fuzzy Option Select
A defensive option select that allows the defender to hide an input (commonly the throw command in games with two-button throws, or a stronger defensive option such as Barrier Guard or Faultless Defence) while performing another defensive action (including continuing to block). Fuzzy Option Selects allow the defender to deal with multiple options while being pressured without committing to a only one, lessening the risk. Option selects that hide an input behind another defensive option are typically called a "Fuzzy" OS, such as Fuzzy Jump, Fuzzy Roll, Fuzzy DP, etc.
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-Shiki take advantage of this and use overheads that would miss on crouching character, but not on standing characters.
F-Shiki
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-Shiki take advantage of this and use overheads that would miss on crouching character, but not on standing characters.
Gatling / Revolver Action / P Combo
The special category of cancels that describe how each character can cancel normals into other normals.
Guard Point
An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Nappa's Too Bad (214S).
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.
High-Low
A mixup where the opponent must choose between blocking high and low.
Hit Confirm
To perform the first hit of a combo, but only performing the followup hits if the first hit successfully hits the opponent.
Hyper Armor
An attack that can absorb multiple hits from the opponent (usually taking a fraction of the regular damage). Examples of this include Tager's 6[A] and Potemkin's Judge Gauntlet (63214D)
Instant Air Dash
IAD
A dash performed from a standing position as quickly and as low to the ground as possible. Done by inputting 956 or 754.
Install
  1. A move, usually a super, which changes the properties of the character, usually for the better.
  2. See Sol Badguy's Dragon Install.
Link
To perform a second action after the first action completely finishes its animation in order to create a combo.
Low Attack
An attack that the opponent must block low.
Meaty Attack
  1. Performing an attack early on okizeme to gain frame advantage and bait reversals.
  2. Hitting an opponent as the lose invincibility.
Meter
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.
Mixup
To perform a maneuver that forces a defending opponent to choose between two or more options (typically blocking high/low, or high-low-throw). If the opponent chooses incorrectly, then he is hit by an attack. There are many different types of mixup (such as crossup and high-low).
Neutral
  1. When neither player is in an advantageous position in terms of position on the stage.
  2. When the player does not press any direction on the joystick/pad.
Normal
A type of attack that is performed by pressing a single button.
Negative Edge
  1. 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.
  2. 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.
Okiwaza
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.
Okizeme
Attacking an opponent about to wake up, usually with meaty attacks or mixups. Frequently shortened to "Oki".
Option Select
  1. 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.
  2. Dustloop's indepth page on the topic.
Overhead
An attack that the opponent must block high.
OTG
  1. Off The Ground
  2. The act of hitting the opponent when the are knocked down.
Pressure
To attack the opponent continuously and leave little room for counter attacks.
Proximity Block
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.
Rebeat/Reverse Beat
  1. Canceling into a normal on a up-the-alphabet, or typically weaker button.
  2. A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse".
Rekkas
A series of special attacks that are only available after the first one is performed. Named after Fei-Long's Rekkaken punches in Street Fighter 2.
Reset
Purposefully ending a combo early in order to perform a mixup in order to deal more damage.
Reversal
  1. An invincible attack with lots of recovery. Commonly used to describe attacks like Ragna's Inferno Divider or Sol's Volcanic Viper.
  2. To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.
Rising
Performing a jumping attack while ascending from a jump.
Rock Paper Scissors (RPS)
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.
Rushdown
Style of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate.
Shoryuken, DP, SRK
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.
Special
A type of attack that requires a command like 236A. These attacks typically special effects that normal attacks do not have such as chip damage, invincibility, etc.
Stagger Pressure
The use of intentionally delaying gatlings or cancels in order to frame trap your opponent and catch them mashing or jumping. Loses to reversals.
Super
A type of attack that consumes meter, and is typically followed by a superfreeze.
Super Armor
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)
Tick Throw
A type of throw setup where an attacker uses a move with small blockstun and many cancel options to force the opponent to block while the attacker walks up and throws them.
Ukemi, Tech
To recover from a knockdown or air hitstun state by pressing a button. This is a common action found in games like BlazBlue and Guilty Gear.
Wake up
Used to describe a character's state after they have been knocked down and are about to regain the ability to act.
Whiff
An attack that completely misses the opponent, such as when the opponent is out of range of the attack.
Zoning/ Keep Away
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.
360, 720, etc
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
50/50
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.

Fighting Game Culture Related Terms

Scrub
"I'm a scrub! Go easy on me!"
Beast
A very strong player.
BnB, B&B, Bread and Butter
A staple combo that is simple yet effective.
Stream Monster
"I don't feel like going anywhere this weekend. I think I'll just be a stream monster."
Pot Monster
I know I'm not going to win anything, but I want that tourney experience!"
Free
"You're challenging me? Dude, you're free! I don't even have to use my main to beat you."
Salty
To feel remorse and bitterness.
they were arguing with each other all year on the forums."
"He must have been salty after losing to him
Broken
"Man that shit is broken. Did you see how much damage it did?"
Shoto
"Who's the shoto of this game? They're always good for beginners like me."
Grappler
"I hate fighting grapplers, they're so scary when they get close to you."
Money Match
"Anyone here want to money match? I need to make some money this weekend!"
Main
"It's been a year since last talked, how have you been? Do you still main Sol?"
Sub
  1. A character a player uses, but does not use as much as their main.
  2. "I swear that guy has an army of subs that he switches between. Maybe he's trying to find a new main."
Mash
  1. To press buttons rapidly without any planning. To perform an action without thinking.
  2. Often used as a synonym for scramble.
Scramble
  1. An unexpected situation in a match in which both players "scramble" to react and gain advantage. Often occurs after a combo drops.
  2. "During the scramble, he was mashing reversal like his life depended on it."
Download
  1. To learn a player's behavior patterns in order to gain an upper hand in a match.
  2. "He won the first game, but I was just using that time to download him. After that I didn't lose a game against him for the rest of the night."
Technology
(Often referred to as "tech", not to be confused with the same term meaning to recover from hitstun or knockdown)
XCopy
  1. To copy another player's combos/tactics/playstyle without making any changes.
  2. Comes from the Street Fighter 3 character Twelve's Super Attack of the same name.
Runback
Synonym to rematch.
Respect
Constantly taking the most conservative option available due to opponent's skill, randomness, or character's strong options.
Disrespect
to perform high risk options without fear of punishment.
Hard Read
To correctly predict the opponent's action without relying on option selects.
Call Out
To make a hard read and punish the opponent for massive damage.
One-and-Done
To leave immediately after beating someone once.

Frame Data Related Terms

Active
The active frames of an attack refers to the amount of time an attack can hit the opponent.
Attack Level
An attack attribute that determines how much hitstun or blockstun a move inflicts.
Blockstun / Guardstun
Similar to hitstun but applies when the opponent blocks an attack.
Frame
The smallest unit of time in a fighting game. Most fighting games are 60 frames per second.
Frame Advantage/ Static Difference
The difference in time an attacker and a defender can begin moving again after blocking an attack.
Hitbox
  1. A general term showing where an attack can hit the opponent and where the character is vulnerable to attack.
  2. The hitbox specifically relating to where an attack can hit the opponent.
Hitstop
When a character is hit, both characters are stopped in place to give the hit the feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects 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.
Hitstun
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.
Hurtbox
The hitbox specifically relating to where a character is vulnerable to an opponent's attack.
Recovery
The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.
Startup
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.
Untechable Time
  1. Minimal airborne "hitstun".
  2. Getting hit while airborne will force you into a vulnerable falling state. After the untechable time passes, you can choose to ukemi (aka tech) and recover in the air, wait and delay your ukemi, or simply fall to the ground.This delayable timing difference between ground hitstun and untechable time is the reason the term was created.

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