Glossary

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Abare noun
An attack during the opponent's pressure, intended to interrupt it.
Burst 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.
Cancel Verb
To bypass the remaining time or frames in an action by proceeding directly into another action
Catch Move / Parry Move / Counter Move noun
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)
Command Throw noun
A throw that is performed by inputting a special command like 214C. Generally command throws have special properties like more damage or inescapable.
Chicken Block noun
Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup.
Chip Damage noun
Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions.
Combo noun
A sequence of attack where if the first attack hits, then the followup hits are guaranteed to hit the opponent.
Crossup noun
To perform a maneuver where a defending opponent must block the opposite direction. An example is Ragna jumping over an opponent and attacking with a j.B. Depending on the timing, the opponent must block in two different directions.
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.
EX / Force Break
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.
Faultless Defense / Barrier Block noun
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.
Fatal Counter Noun
Mortal Counter
A special type of counter hit which has increased hitstun on all hits during a combo under certain conditions.
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.
Fuzzy Guard noun
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) verb, adj
Also called "OS Blocking" and "Rhythm Blocking."
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 noun
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 Noun
F-Shiki
Uncrouchable
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
The special category of cancels that describe how each character can cancel normals into other normals.
Guard Point adj.
An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks and Baiken's Suzuran (63214K)
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)
Instant Air Dash Noun
IAD
A dash performed from a standing position as quickly and as low to the ground as possible. Done by inputting 956 for 754.
Link verb
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.
Meaty Attack noun
Performing an attack early on okizeme to gain a lot of frame advantage and bait reversals.
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.
Mixup noun, verb
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 noun
When neither player is in an advantageous position in terms of position on the stage.
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 noun
Using button-release to perform attacks. To perform, hold down an attack button, perform the motion, then release the button.
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.
Okizeme noun
Attacking an opponent about to wake up, usually with meaty attacks or mixups.
Option Select noun
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.
Overhead noun
An attack that the opponent must block high.
OTG Noun, Verb
Off The Ground
The act of hitting the opponent when the are knocked down.
Pressure noun
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.
Rebeat/Reverse Beat noun
Canceling into a lower normal.
Rekkas noun
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 noun
Purposefully ending a combo early in order to perform a mixup in order to deal more damage.
Reversal noun, adj.
An invincible attack with lots of recovery. Commonly used to describe attacks like Ragna's Inferno Divider or Sol's Volcanic Viper.
To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.
Rising adj.
Performing a jumping attack while ascending from a jump.
Rushdown noun
Style of play where you constantly attack the opponent in close range fighting, never giving him an opportunity to retaliate.
Shoryuken, DP, SRK noun
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.
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.
Super
A type of attack that consumes meter, and is typically followed by a superfreeze.
Super Armor 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)
Ukemi, Tech noun, verb
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 noun
Used to describe a character's state after they have been knocked down and are about to regain the ability to act.
Whiff verb, adj.
An attack that completely misses the opponent, such as when the opponent is out of range of the attack.
Zoning/ Keep Away noun
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 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
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.