Glossary

From Dustloop Wiki

Common Vocabulary

Abare noun
An attack during the opponent's pressure, intended to interrupt it.
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
BnB noun
A staple combo that is simple yet effective.
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Burst
Call Out verb
To make a hard read and punish the opponent for massive damage.
Cancel Verb
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 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, Axl's Tenhou Seki (214P/K), and Vegito's Barrier (214S).
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 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 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.
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 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
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 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
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.
Option Select noun
A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.


Fuzzy Overhead 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.
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.
Gatling / Revolver Action / P Combo noun
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, 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)
Instant Air Dash (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.
Instant Block Noun
A special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.
Install
  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.
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.
Mash verb, noun
  1. To press buttons rapidly without any planning. To perform an action without thinking.
  2. Often used as a synonym for scramble.
Meaty Attack noun
  1. Performing an attack early on okizeme to gain frame advantage and bait reversals.
  2. Hitting an opponent as they lose invincibility.
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. When neither player is in an advantageous position in terms of stage position.
  2. When the player does not press any direction on the joystick/pad.
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
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
Attacking an opponent about to wake up, usually with meaty attacks or mixups. Frequently shortened to "Oki".
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.
Overhead noun
An attack that the opponent must block high.
OTG Noun, Verb
  1. Off The Ground
  2. 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.
(Hard) Read verb
To predict the opponent's action and punish or avoid it.
Rebeat/Reverse Beat 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.
  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 adj.
Performing a jumping attack while ascending from a jump.
Rock Paper Scissors (RPS) noun
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
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
"I'm a scrub! Go easy on me!"
DP noun
Dragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.
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
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)
Technology noun
(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, as soon as throw invulnerability expires on the opponent, making it very hard to react to and escape from.
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.
Yomi noun
Knowing the mind of the opponentFrom Japanese: 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.
Zoner noun
Under Night In-Birth's Yuzuriha is a Normal Zoner, a zoner that uses long range non-projectile normals, typically sword attacks. BlazBlue's Nu-13 is a projectile zoner.
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.
One-and-Done verb
To leave immediately after beating someone once.
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.
IAS noun,verb,adjective
"Instant Air Special", Also known as "Tiger Knee"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.
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.
Cross-up noun
Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.

Non-Gameplay Related Terms

Grappler noun
"I hate fighting grapplers, they're so scary when they get close to you."
Respect verb
"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.

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.
Low Profile noun, verb
A state in which the character's hurtboxes are significantly closer to the ground than is normal for the game.
Low Crush noun
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.

Game Specific Terminology

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.
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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