Glossary

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Revision as of 01:17, 2 July 2022 by Scatteraxis (talk | contribs) (→‎Common Vocabulary: added "Crouch Confirm")

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
BnB noun, adj.
A staple combo that is relatively simple and 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. A move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent.
  2. To adapt to your opponent's strategy and change your own strategy to beat it.
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
Cross under noun
A specific form of a crossup where an attacker dashes under the defending opponent to switch sides.
Crossup noun
Attacking your opponent after changing which horizontal side you are on, typically by jumping over them.
Infil Glossary Entry: https://glossary.infil.net/?t=Crossup
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
Crouch Confirm noun
A combo that only works on crouching opponents. In some games, opponents hit while crouching may take extra hitstun as opposed to while standing, allowing for generally better combos on crouching hit.
Damage noun,verb
A quantification of how a character's health bar is reduced when they are hit.
Dragon Punch noun
A move that has invulnerability during its startup, long recovery, and a rising motion.
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. Where as supers are unique concepts, EX attacks are often variants of moves available without spending meter.
Infil Glossary Entry: https://glossary.infil.net/?t=EX%20Move
Guard verb
The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
Infil Glossary Entry: https://glossary.infil.net/?t=Guard
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."
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 Jump noun
A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws.
Fuzzy Overhead noun
F-Shiki noun
Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.
Infil Glossary Entry: https://glossary.infil.net/?t=F-Shiki
Gatling noun
The special category of cancels that describe how each character can cancel normals into other normals and specials.
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.
Soft Knockdown noun
A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than usual. In Guilty Gear, a Soft Knockdown puts the character into a rolling stance and has them recover quicker than a Hard Knockdown, which gives the offender less options to continue their offense.
High-Low noun
A mixup where the opponent must choose between blocking high and low.
Hit Confirm verb (1), noun (2)
To perform the first hit of a combo, and performing follow up attacks 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
An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro.
Instant Block verb, noun
A special type of blocking done by inputting a block immediately before blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.
Invulnerability noun,adjective
A state where a character cannot be hit. A common component of reversal moves.
Infil Glossary Entry: https://glossary.infil.net/?t=Invincible
Invul/Invuln noun,adjective
Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
Infil Glossary Entry: https://glossary.infil.net/?t=Invincible
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.
Kara Cancel noun
A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.
Infil Glossary Entry: https://glossary.infil.net/?t=Kara
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
Knowledge Check noun,verb
A strategy or attack which tests the opponent's knowledge of a given matchup. If an opponent doesn't know how to deal with the knowledge check presented, the check is usually repeated until victory is achieved.
Infil Glossary Entry: https://glossary.infil.net/?t=Knowledge%20Check
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 avoids low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground. In games with attack attributes such as Blazblue this is done with Foot attribute invulnerability.
Low Profile noun, verb
When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.
Mash verb (1), noun (2)
  1. To press button(s) rapidly without little thought.
  2. A chaotic situation where both players are attempting to get a move out, similar to a scramble.
Meaty noun, adj.
  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.
Infil Glossary Entry: https://glossary.infil.net/?t=Meaty
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Meaty
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 and regardless of location.
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 (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, and possibly a single held stick direction.
  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 as they wake up, usually with meaty attacks or mixups.
On-Block noun
A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
On-Hit noun
A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
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 (2), verb (1)
A move that hits opponents while they are on the ground.
OTG noun, verb
The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."
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
  1. Canceling into a normal on a up-the-alphabet, or weaker button direction.
  2. A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse".
Rebeat noun
  1. Canceling into a normal on a up-the-alphabet, or weaker button direction.
  2. A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse".
Re-dash verb
When the attacker in a pressure situation dashes back in on the opponent after a frame advantageous or low frame disadvantageous attack, to reset and thus continue their offense.
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.
Renda noun, adjective
Self-chain or self-cancelable attacks. Depending on context, renda can refer to both cancels on hit and on whiff.
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.
Re-stand noun, verb
A situation in which a character is taken from an airborne or OTG state and returned to a standing state on the ground while still in hitstun, which is very uncommon. Moves that re-stand the opponent often allow for unique mix-ups that are unexpected (since typically, mix-ups come after a knockdown), or unique combo extensions.
Infil Glossary Entry: https://glossary.infil.net/?t=Restand
Reversal noun, adj., adv.
  1. To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.
  2. An attack that has a type of invulnerability from early into and for most of its start-up or duration, and frequently with lots of recovery. Commonly used to describe attacks like Ragna's Inferno Divider or Sol's Volcanic Viper.
Rising adj., adv.
Performing a jumping attack while ascending from a jump.
Rock Paper Scissors 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.
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.
Safe Jump noun
A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.
Infil Glossary Entry: https://glossary.infil.net/?t=Safe%20Jump
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 create frame traps with the intent of catching your opponent 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).
Technique noun
New tactics, combos, or discoveries by players. Generally similar to "Technology", with more emphasis on exact inputs. Examples include the famous Tiger Knee or TK input.
Technology noun
  1. New tactics, combos, or discoveries by players. Can refer to the discovery that a certain character's mix-up is actually easy to defeat, a character having far more potential than was initially assumed, etc.
  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 (1), verb (1), abbreviation (2)
  1. To recover from a knockdown or air hitstun state, usually by pressing a button.
  2. Short for "technique" or "technology".
Tiger Knee noun, verb, adj.
A method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.
Infil Glossary Entry: https://glossary.infil.net/?t=Tiger%20Knee
Trade noun, verb
When two opposing attacks both collide with opposing hurtboxes on the same frame, resulting in a Counter Hit on both players.
Infil Glossary Entry: https://glossary.infil.net/?t=Trade
True Reversal noun
A reversal attack of which the user is invulnerable throughout all startup frames, including the first active frame or more. This is important to note, as some reversals that are not "true" may be beaten by meaties, or are prone to trading on the first active frame.
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 opponentTo understand in some way what is going on in the mind of the other player and play around it. Usually involved in reads and conditioning.
Zoning verb
The act of denying the opponent the ability to approach, jump, or other movement options.
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 moves, 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. Shown as red in visualizations.
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. Shown as blue or cyan in visualizations.
Recovery noun
The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.
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 verb/noun
A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.

Game Specific Terms

BlazBlue

Active Flow noun
A state that can be entered by performing enough offensive actions in a round. During active flow moves get a 10% damage increase, burst regenerates faster and Exceed Accels deal roughly double damage.
Infil Glossary Entry: https://glossary.infil.net/?t=Active%20Flow
Astral Heat noun
An Instant Kill that costs 100 meter that can be only performed while on match point and if the opponent has less than 35% HP. When the conditions are met, the character's portrait will glow white.
Infil Glossary Entry: https://glossary.infil.net/?t=Astral%20Heat
Barrier Block noun
A special type of blocking in BlazBlue that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. It also increase blockstun by 1 frame.
Infil Glossary Entry: https://glossary.infil.net/?t=Faultless%20Defense
Burst noun
Burst is a universal mechanic that can be used to escape combos. Burst is tied to the Burst gauge and slowly refills throughout the match.
Infil Glossary Entry: https://glossary.infil.net/?t=Burst
Counter Assault noun
An attack in Blazblue that is only possible while in blockstun that has invincibility and is used to stop the opponent's pressure.
Infil Glossary Entry: https://glossary.infil.net/?t=Counter%20Assault
Crush Trigger
A chargeable guard crush that can be performed with 25 meter. Sometimes used in combos as charged crush trigger have 100P2.
Infil Glossary Entry: https://glossary.infil.net/?t=Crush%20Trigger
Fatal Counter noun
A more powerful version of a counter hit in the BlazBlue series that only occurs if certain moves counter hit the opponent. Fatal counter adds 3f of hitstun to every move in the combo. Some moves forces fatal counter and do not require a counter hit.
Infil Glossary Entry: https://glossary.infil.net/?t=Fatal%20Counter
Overdrive noun
A universal install that freeze the timer and makes combo unburstable. Each character gets unique perks during their overdrives.
Infil Glossary Entry: https://glossary.infil.net/?t=Overdrive
Rapid Cancel noun
A mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter.
Infil Glossary Entry: https://glossary.infil.net/?t=Rapid%20Cancel
Throw Reject Miss noun
A state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt.
Infil Glossary Entry: https://glossary.infil.net/?t=Throw%20Reject%20Miss

Guilty Gear

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
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

GGACR

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
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

Hokuto no Ken

Traveling Combo noun
From Hokuto no KenHitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike.
Traveling noun
From Hokuto no KenHitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike.
Chikuseki noun
From Hokuto no KenAfter a long, uninterrupted combo of specific normals which results in a knockdown, a meaty attack will trigger an acceleration effect which boosts the rate at which all gauges fill, including the guard crush and hidden dizzy gauges.
Ura Sai noun, verb
From Hokuto no Ken2Ax9~10 > 2B > c.C > C+D+HSC Ex1~2 > (pass through opponent) j.214D
Renda Sai noun, verb
From Hokuto no Ken2Ax12 > 2B > c.C > C+D+Mash E until out of Boost > j.214D

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.
FD 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
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.
Instant Air Special 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. Also known as a TK.
IAS noun , verb, adj.
Also known as a Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
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.
Proration noun
A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.
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.
TK noun, verb, adj.
A method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.
Infil Glossary Entry: https://glossary.infil.net/?t=Tiger%20Knee

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