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GLOSSARY

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  • GENERAL TERMS (37 entries)

    General terms for fighting games
    • 2D FIGHTERS Within the context of 2D fighters, abare refers to a character's ability to deal damage off of random hits and trades.  ...
    • An anti-air is any form of a counter-attack to an opponent's aerial status. In most cases, this is strictly used to refer to moves like a dragonpunch, but even moves such ...
    • Attribute invincibility has traditionally only been in 3D fighters, however, BlazBlue: Calamity Trigger was the first 2D fighter to implement it. Attribute invincibility differs from ...
    • Autoguard/Guard Point is an attribute given to certain moves that allows the player to guard while attacking. As the name implies, the action of guarding is automatic, so the player does ...
    • When a player refers to a character or move as "broken", they are implying that it is a game breaking character or move in which other characters have no answer for ...
    • For the most part, canceling is the act of interrupting a normal move with a special move. To perform a cancel in most 2D games you will input the command for ...
    • Couch-teching is an advanced tactic that utilizes late-teching and option-selects at the same time in games that utilize two-button throws like SF3:3S and SF4 series. You are NOT allowed to throw ...
    • Custom Combos in most cases allow you to chain together multiple normal moves in succession, and also cancel out of special moves allowing you to rapidly attack your opponent. Examples of ...
    • First introduced in SF1, this move is an upward invincible move that is the ultimate anti-air. The move is done by inputting forward, down, down-forward + punch, and is one of ...
    • New system functionality added in the SF4 series. It is done by pressing strong+forward buttons at the same time. Every character has this and is a universal move with universal properties ...
    • Footsies is a term used to refer to the technique of mobilizing yourself around the stage at the optimal range of your pokes/just outside the optimal range of your opponent's pokes. ...
    • Referring to Anji's Fuujin in Guilty Gear, a Fuujin is essentially a horizontal DP. While there are other types of Fuujins with properties other than startup invincibility (like Gouken's horizontal DP ...
    • Within the context of 3D fighters, Fuzzy Guarding refers to the ability to both crouch a throw and block a mid. This can only be done in VF5 during +-5 frame ...
    • Hitbox invincibility is the typical method of handling invincibility in 2D fighters. It is achieved by making certain parts of your character's hitbox invincible for a certain amount of frames.  ...
    • Kara is a Japanese term that literally translates to "empty". 'Kara' is used not as a stand-alone term, but as an affix for others. Kara-throw, kara-palm, kara-srk are all examples of ...
    • Late throw tech is a technique used in situations to block normals or tech throws against players with a standard timing for their throws. The technique is also a double edge ...
    • Links are combos that are only possible by executing a move immediately after the move before it has finished recovering. Unlike canels/gatlings, links require very strict timing (as in SF4, some ...
    • Meaty is a term used to describe a move that is executed just as the opponent is waking up. There are multiple reasons as to why you would use a meaty ...
    • Referring to Johnny's Mist Finer in Guilty Gear, a Mist Finer is a negative edge move that puts the player in a stance on press and initiates the move itself on ...
    • Moral refers to a player's tendency to play the mixup game "by the rules". In Virtua Fighter, it's used to describe players who often only go for guaranteed nitaku situations.
    • OCV, or One Character Victory, is when a single player defeats an entire team. They are also incredibly hype and cause people to chant "OCV! OCV!". This term originated in CvS2 ...
    • OTG means off/on the ground. OTG combo's are combo's which you continue after the opponent has landed on the ground. This was frequently seen by Magneto in MvC2 after he threw ...
    • As the term might help you visualize, an overhead is a move (normal or special) that hits the opponent over their heads which they must block standing. It can be a ...
    • A parry is something that came into popularity through Street Fighter 3. To perform a parry hit forward or down on your joystick/pad/whatever depending if the attack is high or low, ...
    • The act of sticking out a normal move to damage, setup for throws, or apply pressure.
    • This is a term for a three hit special move that originated from Fei Longs Rekka-Ken's in Street Fighter 2. Since then many other characters have Rekka-esque moves such as Abel ...
    • A reset is when you put your opponent into an air borne state and then hit them with a normal move such as a jab to make them "reset" out of ...
    • A reversal is any special that is done at the first frame of recovery. In most cases, a reversal is used in wake-up situations with an invincible move in order to ...
    • This term has always been specific to 3D games when games such as Virtua Fighter used an elevated platform as a fighting ground. A ring-out is when a player is pushed/hit/comboed ...
    • First invented in Guilty Gear X, Roman Cancels (RC) are a technique that cancels the recovery of any move on hit or block for the cost of 50% meter. The input ...
    • Standing tech is usually done when both players are trying to throw. These are not done intentionally AS a tech, but is a system result of two players throwing within tech-time ...
    • Throwing is an essential part of pretty much every fighting game that is out there. Many new players wonder how to break the defense of an opponent who simply sits there ...
    • Teching a throw is simply the act of pressing throw at the same time your opponent does. This of course has different properties in different games. For instance, in Street Fighter ...
    • An untechable knockdown is when the opponent is unable to quickrise. For instance, in Street Fighter 4, after a sweep or throw, the game will not allow you to quickly get ...
    • The "Vortex" is a term used in Street Fighter 4 to describe having a number of different attack options after landing an untechable knockdown. An example of the vortex ...
    • Move property that lets an attack to absorb one or more hist without entering into a hit stun state.
    • Move property that lets an attack absorn an indefinite number of hits without entering into a hit stun state.
  • MOVEMENT (5 entries)

    Terms related to movement in fighting games
    • A short jump is just that. A jump that's shorter (or lower) than normal. Because they follow a quicker arc, they are often not punished with an anti-air except by the ...
    • Super Jumps are jumps that reach higher than standard jumps. The input for Super Jumps in most games is to press down and then immediately press up.  ...
    • QUICK RISE Many fighting games will give you the ability to quick rise, which is exactly what it sounds like -- you will rise ...
    • A Triangle Jump -- or tri-jump for short -- is jumping and then Air Dashing down-forward or down-back. Characters such as Magneto, who have 8-way air dashes in the Versus series ...
    • Wave Dashes are essentially the act of cancelling a dash into another to enable improved movement. These are found in many games such as Tekken and many of the Versus Series ...
  • INPUTS & TECHNIQUE (12 entries)

    Terms related to inputs, controller movement and general techniques
    • Number of degrees in a circle, and is used to denote the 360 degrees your joystick makes to pull off certain specials such as Zangief's Spinning Pile Driver. However, a full ...
    • 720 is just two 360's, so check out the 360 guide and just double everything.
    • Advance Input is when a game allows you to hold a button and autofire said button for a certain amount of frames, rather than have tgo double tap it to get ...
    • An visually confusing attack where the defender must guess which direction to hold in order to block correctly. Typically a jumping attack (often j. mk or j. short) with a wide ...
    • A basic and essential combo a character tends to rely on for various reasons including ease of execution/success, damage output, and meter construction. Abbreviated as BnB
    • Originally meant walking toward the opponent and successfully blocking fireballs on reaction. May or may not apply to strictly to fireballs in this age. Possibly originated as a term used by ...
    • Jump install (JI) is a system 'glitch' that was discovered in the Guilty Gear series. The execution is done in a way where during any grounded string, you input a "jump" ...
    • Mash. Mash. Mash. You know what this is. Only time you should ever mash is when you get multi-hitting throws or supers that is dependant on the # of inputs (Sakura's ...
    • Option select occurs when the action of the player is ambiguous, so the computer decides what to do for you. The purpose of inputting anoption select is so multiple outcomes are ...
    • Piano'ing inputs are a basic term where you use all your fingers to quickly click on multiple buttons in quick succession. This method of pressing multiple buttons became very useful with ...
    • Plinking is a new term that originated from the SF4 series. This was discovered during training mode when Kirbysim noticed in training mode that when two buttons are pressed at slightly ...
    • A high-stun, high-damage combo that typically causes a guaranteed dizzy. Abbreviated as ToD
  • NOTATION (3 entries)

    Explanation of joystick notation in various games and regions.
    • The notation used by the Street Fighter community, deriving from the original notation used on the SF2 cabinets of old as well as the manuals and strategy guides for SF2.  ...
    • The notation used by most fighting game communities, deriving from Japanese BBS'. Numerical notation refers to joystick position as if it were on a keyboard's numpad.  ...
    • There are actually two different Tekken notations: US and Korean. US Tekken notation uses the Capcom's directional inputs (ff, b, db) with the below number ...
  • SLANG (13 entries)

    Slang terms present in the fighting game community
    • A term used when a player figures out his opponents gameplan. Typically used when the player loses the first round but convincingly beats their opponent in rounds 2 and 3.
    • A term used to describe a person, combo or situation that is extraordinary. "Those Grand Finals were GODLIKE!" "His execution is GDLK!"
    • This is the opposite of Mortons -- it's when a player is on a roll and eating up an opponent, typically on the offensive and "fishing" for an opening to finish ...
    • Another term for when someone is perfected in that their opponents life bar is still green.
    • Another variation of "salty" in reference to Morton's Salt.
    • A term used when someone is perfected.
    • A player who attends tournaments with no intention of winning, simply adding more money to the pot.
    • In reference to the (POW) emote on ustream chat. First coined at the Keystone II scambats by MAGUS1234 when he would ask the stream monsters to fill the chat with (POW) ...
    • Yipes originally coined this term within the Marvel scene. Originating from the catchphrase "Once you pop, the fun don't stop", the term Pringles was first used in reference to Magneto's crouching ...
    • This is when someone is visibly upset about losing. Typically seen through facial expressions as if they just ate something salty.
    • Term for someone who is terrible at fighting games with no intentions of getting any better due to the fact that they are convinced they are already a legit player.
    • A person who does not attend tournaments or have any real skill but hangs out on live stream chats critiquing tournament players as if they could do any better. Also general ...
    • A player who waits to see who is a powerful character in a game, opting to use said character instead of exploring the rest of the cast.