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== Common Vocabulary ==
== Common Vocabulary ==
;Abare <small>''noun''</small>
{{GlossaryTerm
:An attack during the opponent's pressure, intended to interrupt it.
|term=Abare
;Burst <small>''noun''</small>
|partOfSpeech=noun
: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 attack during the opponent's pressure, intended to interrupt it.
;Cancel <small>''Verb''</small>
|altDefinition=Derived from the Japanese 暴れ, meaning to act brutishly or violently.
: To bypass the remaining time or frames in an action by proceeding directly into another action
|infil=https://glossary.infil.net/?t=Abare
;Catch Move / Parry Move / Counter Move <small>''noun''</small>
}}
: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 or Axl's Tenhou Seki (214P/K)
{{GlossaryTerm
;Command Throw <small>''noun''</small>
|term=Armor
:A throw that is performed by inputting a special command like 214C. Generally command throws have special properties like more damage or inescapable.
|partOfSpeech=noun
;Chicken Block <small>''noun''</small>
|definition=A property which lets a move continue when hit by a set number of moves (usually taking reduced damage).
: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=Armor
;Chip Damage <small>''noun''</small>
}}
:Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions.
{{GlossaryTerm
;Combo <small>''noun''</small>
|term=Barrier Block
:A sequence of attack where if the first attack hits, then the followup hits are guaranteed to hit the opponent.
|partOfSpeech=noun
;Crossup <small>''noun''</small>
|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.
:To perform a maneuver where a defending opponent must block the opposite direction. An example is [[BBCS2:Ragna the Bloodedge|Ragna]] jumping over an opponent and attacking with a j.B. Depending on the timing, the opponent must block in two different directions.
|infil=https://glossary.infil.net/?t=Faultless%20Defense
;Dead Angle/ Alpha Counter/ Counter Assault
}}
:An attack that is done during blockstun that has invincibility and is used to stop the opponent's pressure.
{{GlossaryTerm
;EX / Force Break
|term=Bread and Butter
: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.
|partOfSpeech=noun, adj.
;Faultless Defense / Barrier Block <small>''noun''</small>
}}
:A special type of blocking that negates chip damage, increases blockstun, and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.
{{GlossaryTerm
;Fatal Counter <small>''Noun''</small>
|term=BnB
;Mortal Counter
|partOfSpeech=noun, adj.
: A special type of counter hit which has increased hitstun on all hits during a combo under certain conditions.
|definition=A staple combo that is simple yet effective.
;Frame Trap <small>''noun''</small>
}}
: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.
{{GlossaryTerm
;Fuzzy Guard <small>''noun''</small>
|term=Burst
: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.  
|partOfSpeech=noun, verb
;Fuzzy Guard (2) <small>''verb, adj''</small>
|definition=An invincible attack that can be performed during hitstun to prevent an opponent from performing a full combo.
:Also called "OS Blocking" and "Rhythm Blocking."
|infil=https://glossary.infil.net/?t=Burst
: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 <small>''noun''</small>
{{GlossaryTerm
: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.  
|term=Cancel
;Fuzzy Overhead <small>''Noun''</small>
|partOfSpeech=verb, noun
;F-Shiki
|definition= To bypass the remaining time or frames in an action by proceeding directly into another action
;Uncrouchable
|infil=https://glossary.infil.net/?t=cancel
: Setups involve taking advantage of blockstun mechanics to briefly lock the opponent in a standing animation even if they switch to crouch blocking, so that a move that hits crouching state opponents can hit the standing hurtbox if they block incorrectly.
}}
;Gatling / Revolver Action / P Combo
{{GlossaryTerm
:The special category of cancels that describe how each character can cancel normals into other normals.
|term=Counter
; Guard Point <small>''adj.''</small>
|partOfSpeech=noun, verb
:An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks and Baiken's Suzuran (63214K)
|definition=1. A move wherein your character pre-empts the opponent's attack, and counter-attacks if the opponent's move connects.
; Hard Knockdown <small>''noun''</small>
|altDefinition=2. To adapt to your opponent's strategy and respond with your strategy change.
: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 <small>''noun''</small>
{{GlossaryTerm
:A mixup where the opponent must choose between blocking high and low.
|term=Command Throw
;Hit Confirm <small>''verb''</small>
|partOfSpeech=noun
:To perform the first hit of a combo, but only performing the followup hits if the first hit successfully hits the opponent.
|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.
; Hyper Armor <small>''adj.''</small>
|infil=https://glossary.infil.net/?t=Command%20Throw
: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 <small>''Noun''</small>
{{GlossaryTerm
;IAD
|term=Chicken Block
: A dash performed from a standing position as quickly and as low to the ground as possible. Done by inputting 956 for 754.
|partOfSpeech=noun
;Link <small>''verb''</small>
|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.
:To perform a second action after the first action completely finishes its animation in order to create a combo.
|infil=https://glossary.infil.net/?t=Chicken%20Block
;Low Attack <small>''noun''</small>
}}
:An attack that the opponent must block low.
{{GlossaryTerm
; Meaty Attack <small>''noun''</small>
|term=Chip Damage
:Performing an attack early on okizeme to gain a lot of frame advantage and bait reversals.
|partOfSpeech=noun
;Meter <small>''noun''</small>
|definition=Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions.
: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=Chip%20Damage
;Mixup <small>''noun'', ''verb''</small>
}}
: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).
{{GlossaryTerm
;Neutral <small>''noun''</small>
|term=Combo
:When neither player is in an advantageous position in terms of position on the stage.
|partOfSpeech=noun
:When the player does not press any direction on the joystick/pad.
|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.
;Normal
|infil=https://glossary.infil.net/?t=Combo
: A type of attack that is performed by pressing a single button.
}}
; Negative Edge <small>''noun''</small>
{{GlossaryTerm
:Using button-release to perform attacks. To perform, hold down an attack button, perform the motion, then release the button.
|term=Crossup
: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.
|partOfSpeech=noun
;Okizeme <small>''noun''</small>
|definition=Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.
:Attacking an opponent about to wake up, usually with meaty attacks or mixups.
|infil=https://glossary.infil.net/?t=Crossup
;Option Select <small>''noun''</small>
}}
: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.
{{GlossaryTerm
;Overhead <small>''noun''</small>
|term=Cross under
:An attack that the opponent must block high.
|partOfSpeech= noun
;OTG <small>''Noun, Verb''</small>
|definition=A specific form of a crossup where an attacker dashes under the defending opponent to switch sides.
: Off The Ground
}}
: The act of hitting the opponent when the are knocked down.
{{GlossaryTerm
;Pressure <small>''noun''</small>
|term=Dragon Punch
:To attack the opponent continuously and leave little room for counter attacks.
|partOfSpeech=noun
;Proximity Block <small>''noun''</small>
}}
: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.
{{GlossaryTerm
;Rebeat/Reverse Beat <small>''noun''</small>
|term=DP
:Canceling into a lower normal.
|partOfSpeech=noun
;Rekkas <small>''noun''</small>
|definition=Dragon Punch{{Hrule}} A move that has invulnerability during its startup, long recovery, and a rising motion.
: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 <small>''noun''</small>
{{GlossaryTerm
:Purposefully ending a combo early in order to perform a mixup in order to deal more damage.
|term=EX
;Reversal <small>''noun, adj.''</small>
|partOfSpeech=noun
:An invincible attack with lots of recovery. Commonly used to describe attacks like Ragna's Inferno Divider or Sol's Volcanic Viper.
|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.
:To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.
|infil=https://glossary.infil.net/?t=EX%20Move
; Rising <small>''adj.''</small>
}}
:Performing a jumping attack while ascending from a jump.
{{GlossaryTerm
;Rushdown <small>''noun''</small>
|term=Force Break
:Style of play where you constantly attack the opponent in close range fighting, never giving him an opportunity to retaliate.
|partOfSpeech=noun
;Shoryuken, DP, SRK <small>''noun''</small>
|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.
:Ryu's dragon punch attack (from the Street Fighter series). Used to describe any character's attack that has invincible startup, long recovery, and a jumping/rising motion.
|infil=https://glossary.infil.net/?t=EX%20Move
;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.
{{GlossaryTerm
;Super
|term=Faultless Defense
:A type of attack that consumes meter, and is typically followed by a superfreeze.
|partOfSpeech=noun
; Super Armor <small>''adj.''</small>
|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.
: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=Faultless%20Defense
; Ukemi, Tech <small>''noun, verb''</small>
}}
: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.
{{GlossaryTerm
;Wake up <small>''noun''</small>
|term=Fatal Counter
:Used to describe a character's state after they have been knocked down and are about to regain the ability to act.  
|partOfSpeech=noun
;Whiff <small>''verb, adj.''</small>
|definition=A more powerful version of a counter hit in the BlazBlue series. Certain moves are marked with the ability to deliver a Fatal Counter if they counter hit the opponent, and you'll get extra hit stun.
: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=Fatal%20Counter
;Zoning/ Keep Away <small>''noun''</small>
}}
: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.
{{GlossaryTerm
; 360, 720, etc <small>''noun''</small>
|term=Grappler
: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
|partOfSpeech=noun
;50/50 <small>''noun''</small>
|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.
: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.
|altDefinition=''"I hate fighting grapplers, they're so scary when they get close to you."''
}}
{{GlossaryTerm
|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
}}
{{GlossaryTerm
|term=Fireball
|partOfSpeech=noun
|definition=A projectile which usually travels slowly across the screen in a horizontal path above the ground.
}}
{{GlossaryTerm
|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
}}
{{GlossaryTerm
|term=Fuzzy Guard
|partOfSpeech=verb, adj., noun
}}
{{GlossaryTerm
|term=OS Blocking
|partOfSpeech=noun
}}
{{GlossaryTerm
|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
}}
{{GlossaryTerm
|term=Fuzzy Overhead
|partOfSpeech=noun
}}
{{GlossaryTerm
|term=F-Shiki
|partOfSpeech=noun
|definition=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.
|infil=https://glossary.infil.net/?t=F-Shiki
}}
{{GlossaryTerm
|term=Gatling
|partOfSpeech=noun}}
{{GlossaryTerm
|term=Revolver Action
|partOfSpeech=noun
|definition=The special category of cancels that describe how each character can cancel normals into other normals.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|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 Nappa's Too Bad (214S).
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|term=High-Low
|partOfSpeech=noun
|definition=A mixup where the opponent must choose between blocking high and low.
}}
{{GlossaryTerm
|term=Hit Confirm
|partOfSpeech=verb
|definition=To perform the first hit of a combo, but only performing the followup hits if the first hit successfully hits the opponent.
}}
{{GlossaryTerm
|term=Hyper Armor
|partOfSpeech=adj.
|definition=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)
}}
{{GlossaryTerm
|term=IAD
|partOfSpeech=noun
|definition= A dash performed from a standing position as quickly and as low to the ground as possible. Done by inputting 956 or 754 or using a dash macro.
}}
{{GlossaryTerm
|term=Tiger Knee
|partOfSpeech=noun , verb, adj.
}}
{{GlossaryTerm
|term=TK
|partOfSpeech=noun , verb, adj.
}}
{{GlossaryTerm
|term=Instant Air Special
|partOfSpeech=noun , verb, adj.
}}
{{GlossaryTerm
|term=IAS
|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.
}}
{{GlossaryTerm
|term=Instant Block
|partOfSpeech=verb, noun
|definition=A special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|term=Kusoge
|partOfSpeech=noun
|definition=From the Japanese "クソゲー", meaning "shitty game"{{Hrule}}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
}}
{{GlossaryTerm
|term=Link
|partOfSpeech=verb, noun
|definition=To perform a second action after the first action completely finishes its animation in order to create a combo.
}}
{{GlossaryTerm
|term=Low Attack
|partOfSpeech=noun
|definition=An attack that the opponent must block low.
}}
{{GlossaryTerm
|term=Low Crush
|partOfSpeech=noun, adj.
|definition=A move that is designed to avoid low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground, or it might be specifically programmed to be unhittable by any attack marked as a low hit.
}}
{{GlossaryTerm
|term=Low Profile
|partOfSpeech=noun, verb
|definition=A state in which the character's hurtboxes are significantly closer to the ground than is normal for the game.
}}
{{GlossaryTerm
|term=Mash
|partOfSpeech=verb, noun
|definition=1. To press buttons rapidly without any planning.
|altDefinition=2. To perform an action without thinking.


== Fighting Game Culture Related Terms ==
As a noun it can be used in place of scramble.
;Scrub <small>''noun''</small>
}}
:A low level player.
{{GlossaryTerm
:''"I'm a scrub! Go easy on me!"''
|term=Meaty
;Beast <small>''noun'', ''adj''</small>
|partOfSpeech=noun, adj.
:A very strong player.
}}
;BnB, B&B, Bread and Butter <small>''noun''</small>
{{GlossaryTerm
:A staple combo that is simple yet effective.
|term=Meaty Attack
;Stream Monster <small>''noun''</small>
|partOfSpeech=noun
:A person who watches many video streams of tournaments/other fighting game events and participates in the stream chat.
|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.
:''"I don't feel like going anywhere this weekend. I think I'll just be a stream monster."''
|altDefinition=To intentionally use an attack's later active frame, instead of the first, to hit the opponent for more frame advantage.
;Pot Monster <small>''noun''</small>
}}
:A person who enters a tournament believing he has no chance at winning anything.
{{GlossaryTerm
:''"I'm a pot monster: I know I'm not going to win anything, but I want that tourney experience!"''
|term=Meter
;Free <small>''adj''</small>
|partOfSpeech=noun
:To declare that something (or someone) is easy or requires little to no thought to handle.
|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.
:''"You're challenging me? Dude, you're free! I don't even have to use my main to beat you."''
}}
;Salty <small>''adj''</small>
{{GlossaryTerm
:To feel remorse and bitterness.
|term=Midscreen Meterless
:''"He must have been salty after losing to him; they were arguing with each other all year on the forums."''
|partOfSpeech=noun
;Broken <small>''adj''</small>
|definition=A combo that can be preformed without the use of any resources or the corner.  
:An overpowered character or tactic. Comes from the idea that the game's developers did not fully test a character/tactic thus being 'broken' and not ready for release.
}}
:''"Man that shit is broken. Did you see how much damage it did?"''
{{GlossaryTerm
;Shoto <small>''noun''</small>
|term=Mixup
:A character in a fighting game that resembles Ryu and Ken from Street Fighter in terms of playstyle.
|partOfSpeech=noun, verb
:''"Who's the shoto of this game? They're always good for beginners like me."''
|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.
;Grappler <small>''noun''</small>
}}
: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 poor mobility and high health.
{{GlossaryTerm
:''"I hate fighting grapplers, they're so scary when they get close to you."''
|term=Neutral
;Money Match <small>''noun''</small>
|partOfSpeech=noun
:A match between two players where both players put money into a pot and the winner of the match gets the money.
|definition=1. When neither player is in an advantageous position in terms of stage position.
:''"Anyone here want to money match? I need to make some money this weekend!"''
|altDefinition=2. When the player does not press any direction on the joystick/pad (5).
;Main <small>''noun & verb''</small>
}}
:The character(s) a player primarily uses and devotes most of his time to using him.
{{GlossaryTerm
:''"It's been a year since last talked, how have you been? Do you still main Sol?"''
|term=Negative Edge
;Sub <small>''noun''</small>
|partOfSpeech=noun
:A character a player uses, but does not use as much as his main.
|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.
:''"I swear that guy has an army of subs that he switches between. Maybe he's trying to find a new main."''
|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.
;Mash <small>''verb, noun''</small>
}}
:To press buttons rapidly without any planning. To perform an action without thinking.
{{GlossaryTerm
:''"Do you have any idea what you're doing?"''
|term=Normal
:''"Sorry, I'm just mashing till I figure something out!"''
|definition= A type of attack that is performed by pressing a single button, without a stick motion.
:Often used as a synonym for scramble.  
|altDefinition= Character specific or sometimes game specific moves that match this definition are called "Command Normals".
;Scramble <small>''verb, noun''</small>
}}
:An unexpected situation in a match in which both players "scramble" to react and gain advantage. Often occurs after a combo drops.  
{{GlossaryTerm
:''"During the scramble, he was mashing reversal like his life depended on it."''
|term=Okiwaza
;Download <small>''verb''</small>
|partOfSpeech=noun, verb
:To learn a player's behavior patterns in order to gain an upper hand in a match.
|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.
:''"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 <small>''noun''</small>
{{GlossaryTerm
:New tactics and combos, new 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.  
|term=Okizeme
:(Often referred to as "tech", not to be confused with the same term meaning to recover from hitstun or knockdown)
|partOfSpeech=noun, verb
;XCopy <small>''verb''</small>
|definition=From Japanese "起き攻め".{{hrule}} Attacking an opponent about to wake up, usually with meaty attacks or mixups.
:To copy another player's combos/tactics/playstyle without making any changes.
}}
:Comes from the Street Fighter 3 character Twelve's Super Attack of the same name.
{{GlossaryTerm
;Runback <small>''noun, verb''</small>
|term=Oki
:Synonym to rematch.
|partOfSpeech=noun, verb
; Respect <small>''verb''</small>
|definition=From Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups.
:Constantly taking the most conservative option available due to opponent's skill, randomness, or character's strong options.
}}
; Disrespect <small>''verb''</small>
{{GlossaryTerm
:The opposite of respect: to perform high risk options without fear of punishment.
|term=Option Select
; Hard Read <small>''verb''</small>
|partOfSpeech=noun
:To correctly predict the opponent's action without relying on option selects.
|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.
; Call Out <small>''verb''</small>
|altDefinition= Dustloop's indepth [[Option_Select|page on the topic.]]
:To make a hard read and punish the opponent for massive damage.
|infil=https://glossary.infil.net/?t=Option%20Select
; One-and-Done <small>''verb''</small>
}}
:To leave immediately after beating someone once.
{{GlossaryTerm
|term=Overhead
|partOfSpeech=noun
|definition=An attack that the opponent must block high.
}}
{{GlossaryTerm
|term=off the Ground
|partOfSpeech=noun, verb
}}
{{GlossaryTerm
|term=OTG
|partOfSpeech=noun, verb
|definition=The act of hitting the opponent when the are knocked down.
}}
{{GlossaryTerm
|term=Pressure
|partOfSpeech=noun, verb
|definition=To attack the opponent continuously and leave little room for counter attacks.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|term=Rave
|partOfSpeech=noun
|definition=Short for ''"Deadly Rave"''{{Hrule}}. 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.
}}
{{GlossaryTerm
|term=(Hard) Read
|partOfSpeech=verb, noun
|definition=To predict the opponent's action and punish or avoid it.
}}
{{GlossaryTerm
|term=Reverse Beat
|partOfSpeech=noun
}}
{{GlossaryTerm
|term=Rebeat
|partOfSpeech=noun
|definition=Canceling into a normal on a up-the-alphabet, or typically weaker button.
|altDefinition= A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse".
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|term=Reset
|partOfSpeech=noun
|definition=Purposefully ending a combo early in order to perform a mixup in order to deal more damage.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|term=Reversal
|partOfSpeech=noun, adj., adv.
|definition=1. An invincible attack with lots of recovery. Commonly used to describe attacks like Ragna's Inferno Divider or Sol's Volcanic Viper.
|altDefinition=2. To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.
}}
{{GlossaryTerm
|term=Rising
|partOfSpeech=adj., adv.
|definition=Performing a jumping attack while ascending from a jump.
}}
{{GlossaryTerm
|term=Rock Paper Scissors
|partOfSpeech=noun, adj.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|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."''
}}
{{GlossaryTerm
|term=Scrub
|partOfSpeech=noun
|definition=A low level player. Similar to noob, however does not imply someone is new to the game/scene.
|altDefinition=''"I'm a scrub! Go easy on me!"''
}}
{{GlossaryTerm
|term=Shoto
|partOfSpeech=noun
|definition=Short for ''"Shotokan"''{{Hrule}}. 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.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|term=Stagger Pressure
|partOfSpeech=noun
|definition= The use of intentionally delaying gatlings or cancels in order to frame trap your opponent and catch them mashing or jumping. Loses to reversals.
}}
{{GlossaryTerm
|term=Super
|partOfSpeech=noun, verb
|definition=A type of attack that consumes meter, and is typically followed by a superfreeze.
}}
{{GlossaryTerm
|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).
}}
{{GlossaryTerm
|term=Technology
|partOfSpeech=noun
|definition=New tactics and combos, new 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)
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|term=Tech
|partOfSpeech=noun, verb
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|term=Yomi
|partOfSpeech=noun
|definition=From Japanese "読み". ''Knowing the mind of the opponent''{{Hrule}} : To 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''.
}}
{{GlossaryTerm
|term=Zoning
|partOfSpeech=noun, adj
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|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 normals, typically sword attacks. BlazBlue's Nu-13 is a projectile zoner.
}}
{{GlossaryTerm
|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
}}
{{GlossaryTerm
|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.
}}
 
== Non-Gameplay Related Terms ==
{{GlossaryTerm
|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!"''
}}
{{GlossaryTerm
|term=Disrespect
|partOfSpeech=verb
|definition=The opposite of respect, to perform high risk options without fear of punishment.
}}
{{GlossaryTerm
|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.
}}


== Frame Data Related Terms ==
== Frame Data Related Terms ==
;Active <small>''noun''</small>
{{GlossaryTerm
:The active frames of an attack refers to the amount of time an attack can hit the opponent.
|term=Active
;Attack Level <small>''noun''</small>
|partOfSpeech=noun
:An attack attribute that determines how much hitstun or blockstun a move inflicts.
|definition=The active frames of an attack refers to the amount of time an attack can hit the opponent.
;Blockstun / Guardstun <small>''noun''</small>
}}
:Similar to hitstun but applies when the opponent blocks an attack.
{{GlossaryTerm
;Frame <small>''noun''</small>
|term=Attack Level
:The smallest unit of time in a fighting game. Most fighting games are 60 frames per second.
|partOfSpeech=noun
;Frame Advantage/ Static Difference
|definition=An attack attribute that determines the default value for hitstun, blockstun, hitstop, damage, etc.(varies by game) of a move.
:The difference in time an attacker and a defender can begin moving again after blocking an attack.
}}
;Hitbox <small>''noun''</small>
{{GlossaryTerm
:A general term showing where an attack can hit the opponent and where the character is vulnerable to attack.
|term=Blockstop
:The hitbox specifically relating to where an attack can hit the opponent.
|partOfSpeech=noun
;Hitstop <small>''noun''</small>
|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.
: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 <small>''noun''</small>
{{GlossaryTerm
: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.
|term=Blockstun
;Hurtbox <small>''noun''</small>
|partOfSpeech=noun
:The hitbox specifically relating to where a character is vulnerable to an opponent's attack.
|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.
;Recovery <small>''noun''</small>
}}
:The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.
{{GlossaryTerm
;Startup <small>''noun''</small>
|term=Frame
: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.
|partOfSpeech=noun
;Untechable Time <small>''noun''</small>
|definition=The smallest unit of time in a fighting game. Most fighting games are 60 frames per second.
:Minimal airborne "hitstun".
}}
: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.
{{GlossaryTerm
:This delayable timing difference between ground hitstun and untechable time is the reason the term was created.
|term=Frame Advantage/ Static Difference
|partOfSpeech=noun
|definition=The difference in time an attacker and a defender can begin moving again after blocking an attack.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|term=Hurtbox
|partOfSpeech=noun
|definition=The hitbox specifically relating to where a character is vulnerable to an opponent's attack.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|term=Prorate
|partOfSpeech=noun
|definition=A type 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.
}}
==Game Specific Terms==
 
{{GlossaryTerm
|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
}}
{{GlossaryTerm
|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
}}
 
==Synonyms==
These entries are duplicates of above entries, and exist purely for pattern matching purposes
{{GlossaryTerm
|term=B&B
|partOfSpeech=noun
|definition=A staple combo that is simple yet effective.
}}
{{GlossaryTerm
|term=Bread and Butter
|partOfSpeech=noun
|definition=A staple combo that is simple yet effective.
}}
{{GlossaryTerm
|term=Cross-up
|partOfSpeech=noun
|definition=Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.
}}
{{GlossaryTerm
|term=Tiger Knee
|partOfSpeech=noun,verb,adjective
|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.
}}
{{GlossaryTerm
|term=Proration
|partOfSpeech=noun
|definition=A type 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.
}}
{{GlossaryTerm
|term=Oki
|partOfSpeech=noun, verb
|definition=Short for "Okizeme"{{Hrule}}Attacking an opponent about to wake up, usually with meaty attacks or mixups.
}}
{{GlossaryTerm
|term=OS
|partOfSpeech=noun
|definition=A shorthand for "Option Select"{{Hrule}}A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.
}}
{{GlossaryTerm
|term=IB
|partOfSpeech=Noun
|definition=Instant Block{{Hrule}}A special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.
}}
{{GlossaryTerm
|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.
}}
{{GlossaryTerm
|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.
}}


==Navigation==
{{Navbar-GeneralStrategy}}
{{Navbar-GeneralStrategy}}

Revision as of 02:05, 8 October 2021

Common Vocabulary

Abare noun
  1. An attack during the opponent's pressure, intended to interrupt it.
  2. Derived from the Japanese 暴れ, meaning to act brutishly or violently.
Infil Glossary Entry: https://glossary.infil.net/?t=Abare
Armor noun
A property which lets a move continue when hit by a set number of moves (usually taking reduced damage).
Infil Glossary Entry: https://glossary.infil.net/?t=Armor
Barrier Block noun
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
Bread and Butter noun, adj.
BnB noun, adj.
A staple combo that is simple yet effective.
Burst noun, verb
An invincible attack that can be performed during hitstun to prevent an opponent from performing a full combo.
Infil Glossary Entry: https://glossary.infil.net/?t=Burst
Cancel verb, noun
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
Counter noun, verb
  1. 1. A move wherein your character pre-empts the opponent's attack, and counter-attacks if the opponent's move connects.
  2. 2. To adapt to your opponent's strategy and respond with your strategy change.
Command Throw noun
A throw that is performed by inputting a special command like 214C. Generally command throws have special properties in comparison to normal throws like increased damage or being untechable.
Infil Glossary Entry: https://glossary.infil.net/?t=Command%20Throw
Chicken Block noun
Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions.
Infil Glossary Entry: https://glossary.infil.net/?t=Chicken%20Block
Chip Damage noun
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 noun
A sequence offensive executions where if the first attack hits and meets specific conditions (such as range, position, gauges, etc.), the correct executions guarantee you to land all the follow-up on the opponent.
Infil Glossary Entry: https://glossary.infil.net/?t=Combo
Crossup noun
Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.
Infil Glossary Entry: https://glossary.infil.net/?t=Crossup
Cross under noun
A specific form of a crossup where an attacker dashes under the defending opponent to switch sides.
Dragon Punch noun
DP noun
Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.
EX noun
A type of special attack that consumes meter, but is not a super. Normally the power of these attacks are between that of Specials and Supers.
Infil Glossary Entry: https://glossary.infil.net/?t=EX%20Move
Force Break noun
A type of special attack in Guilty Gear that consumes meter, but is not a super. Normally the power of these attacks are between that of Specials and Supers.
Infil Glossary Entry: https://glossary.infil.net/?t=EX%20Move
Faultless Defense noun
A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.
Infil Glossary Entry: https://glossary.infil.net/?t=Faultless%20Defense
Fatal Counter noun
A more powerful version of a counter hit in the BlazBlue series. Certain moves are marked with the ability to deliver a Fatal Counter if they counter hit the opponent, and you'll get extra hit stun.
Infil Glossary Entry: https://glossary.infil.net/?t=Fatal%20Counter
Grappler noun
  1. 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.
  2. "I hate fighting grapplers, they're so scary when they get close to you."
Mortal Counter noun
A special type of counter hit which has increased hitstun on all hits during a combo under certain conditions.
Infil Glossary Entry: https://glossary.infil.net/?t=Mortal%20Counter
Fireball noun
A projectile which usually travels slowly across the screen in a horizontal path above the ground.
Frame Trap noun
An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own.
Infil Glossary Entry: https://glossary.infil.net/?t=Frame%20Trap
Fuzzy Guard verb, adj., noun
OS Blocking noun
Rhythm Blocking noun
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 Glossary Entry: https://glossary.infil.net/?t=Fuzzy%20Guard
Fuzzy Overhead noun
F-Shiki noun
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.
Infil Glossary Entry: https://glossary.infil.net/?t=F-Shiki
Gatling noun
Revolver Action noun
The special category of cancels that describe how each character can cancel normals into other normals.
P Combo noun
Combo containing as many as possible numbers of punch or lightest normal. Usually used as a trade-off to simply get more combo hits.
Guard Point noun, adj.
An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Nappa's Too Bad (214S).
Hard Knockdown noun
A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.
High-Low noun
A mixup where the opponent must choose between blocking high and low.
Hit Confirm verb
To perform the first hit of a combo, but only performing the followup hits if the first hit successfully hits the opponent.
Hyper Armor adj.
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)
IAD noun
A dash performed from a standing position as quickly and as low to the ground as possible. Done by inputting 956 or 754 or using a dash macro.
Tiger Knee noun , verb, adj.
TK noun , verb, adj.
Instant Air Special noun , verb, adj.
IAS noun , verb, adj.
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.
Instant Block verb, noun
A special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.
Install verb, noun
  1. A move, usually a super, which changes the properties of the character themself, usually for the better.
  2. See Sol Badguy's Dragon Install.
Kusoge noun
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 Glossary Entry: https://glossary.infil.net/?t=Kusoge
Link verb, noun
To perform a second action after the first action completely finishes its animation in order to create a combo.
Low Attack noun
An attack that the opponent must block low.
Low Crush noun, adj.
A move that is designed to avoid low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground, or it might be specifically programmed to be unhittable by any attack marked as a low hit.
Low Profile noun, verb
A state in which the character's hurtboxes are significantly closer to the ground than is normal for the game.
Mash verb, noun
  1. 1. To press buttons rapidly without any planning.
  2. 2. To perform an action without thinking.

As a noun it can be used in place of scramble.

Meaty noun, adj.
Meaty Attack noun
  1. 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.
  2. To intentionally use an attack's later active frame, instead of the first, to hit the opponent for more frame advantage.
Meter noun
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.
Midscreen Meterless noun
A combo that can be preformed without the use of any resources or the corner.
Mixup noun, verb
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.
Neutral noun
  1. 1. When neither player is in an advantageous position in terms of stage position.
  2. 2. When the player does not press any direction on the joystick/pad (5).
Negative Edge noun
  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.
Normal
  1. A type of attack that is performed by pressing a single button, without a stick motion.
  2. Character specific or sometimes game specific moves that match this definition are called "Command Normals".
Okiwaza noun, verb
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.
Okizeme noun, verb
From Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups.
Oki noun, verb
From Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups.
Option Select noun
  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.
Infil Glossary Entry: https://glossary.infil.net/?t=Option%20Select
Overhead noun
An attack that the opponent must block high.
off the Ground noun, verb
OTG noun, verb
The act of hitting the opponent when the are knocked down.
Pressure noun, verb
To attack the opponent continuously and leave little room for counter attacks.
Proximity Block noun
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.
Rave noun
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.
(Hard) Read verb, noun
To predict the opponent's action and punish or avoid it.
Reverse Beat noun
Rebeat noun
  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".
Rekka noun
  1. A series of special attacks that are only available after the first one is performed.
  2. Named after Fei-Long's Rekkaken punches in Street Fighter 2.
Reset noun
Purposefully ending a combo early in order to perform a mixup in order to deal more damage.
American Reset noun
To drop a combo by mis-input or bad spacing, and then pick it back up using the next inputs on the combo or mashing. Frequently can happen in re-land situations.
Reversal noun, adj., adv.
  1. 1. An invincible attack with lots of recovery. Commonly used to describe attacks like Ragna's Inferno Divider or Sol's Volcanic Viper.
  2. 2. To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.
Rising adj., adv.
Performing a jumping attack while ascending from a jump.
Rock Paper Scissors noun, adj.
RPS noun, adj.
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 noun, adj.
Style of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate.
Scramble verb, noun
  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."
Scrub noun
  1. A low level player. Similar to noob, however does not imply someone is new to the game/scene.
  2. "I'm a scrub! Go easy on me!"
Shoto noun
  1. 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.
  2. A general all-rounder or balanced character. Examples include P4A's Yu Narukami, Guilty Gear's Ky Kiske, BlazBlue's Jin Kisaragi.
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 noun
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 noun, verb
A type of attack that consumes meter, and is typically followed by a superfreeze.
Super Armor noun, adj.
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).
Technology noun
  1. New tactics and combos, new 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.
  2. (Often referred to as "tech", not to be confused with the same term meaning to recover from hitstun or knockdown)
Tick Throw noun
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.
Tech noun, verb
Ukemi noun, verb
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.
Wake up noun, verb, adj., adv.
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.
Whiff verb, adj
An attack that completely misses the opponent, such as when the opponent is out of range of the attack.
Yomi noun
From Japanese "読み". Knowing the mind of the opponent : To 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.
Zoning noun, adj
Keep-Away noun, adj
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.
Zoner noun
  1. 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.
  2. Under Night In-Birth's Yuzuriha is a spacer, a zoner that uses long range non-projectile normals, typically sword attacks. BlazBlue's Nu-13 is a projectile zoner.
360, 720, etc noun
To input a directional command that is 360/720/etc degrees clockwise or counter-clockwise. This is typically for command throws like Zangief's Spinning Piledriver or Tager's Gigantic Tager Buster
50/50 noun, adj.
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.

Non-Gameplay Related Terms

Respect verb
  1. Constantly taking a more conservative option than one typical does due to opponent's skill, randomness, or character's strong options.
  2. "He's respecting his stagger pressure so much, he can DP out of this for free!"
Disrespect verb
The opposite of respect, to perform high risk options without fear of punishment.
One-and-Done verb
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.

Frame Data Related Terms

Active noun
The active frames of an attack refers to the amount of time an attack can hit the opponent.
Attack Level noun
An attack attribute that determines the default value for hitstun, blockstun, hitstop, damage, etc.(varies by game) of a move.
Blockstop noun
When a character blocks, both characters are stopped in place to visualize the block and give feeling of impact. Blockstop describes this phenomenon. Frequently the opponent to be in blockstop longer than the attacker, or in cases of most projectiles, the attacker does not experience blockstop at all.
Blockstun noun
When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.
Frame noun
The smallest unit of time in a fighting game. Most fighting games are 60 frames per second.
Frame Advantage/ Static Difference noun
The difference in time an attacker and a defender can begin moving again after blocking an attack.
Hitbox noun
  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 noun
When a character is hit, both characters are stopped in place to visualize the hit and give feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all.
Hitstun noun
When a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun.
Hurtbox noun
The hitbox specifically relating to where a character is vulnerable to an opponent's attack.
Recovery noun
The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.
Startup noun
The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
Untechable Time noun
  1. Minimal hitstun before teching is possible.
  2. 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.
Prorate noun
A type 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.

Game Specific Terms

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
Crossup Protection noun
A period of time where you can block by holding back or forwards after the opponent crosses you up. Under Night, and BBTag have this.
Infil Glossary Entry: https://glossary.infil.net/?t=Cross-up%20Protection

Synonyms

These entries are duplicates of above entries, and exist purely for pattern matching purposes

B&B noun
A staple combo that is simple yet effective.
Bread and Butter noun
A staple combo that is simple yet effective.
Cross-up noun
Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.
Tiger Knee noun,verb,adjective
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.
Proration noun
A type 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.
Oki noun, verb
Short for "Okizeme"Attacking an opponent about to wake up, usually with meaty attacks or mixups.
OS noun
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.
IB Noun
Instant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.
Shoryuken noun
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.
SRK noun
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.

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