Difference between revisions of "Glossary"

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Welcome to Dustloop's internal glossary page. The entries listed here can allow editors to provide in-article links to important fighting game terminology without having to explain it in-depth. In order to use the glossary, use the keyword template, such as {{keyword|DP}} or {{keyword|abare}}.
 
Welcome to Dustloop's internal glossary page. The entries listed here can allow editors to provide in-article links to important fighting game terminology without having to explain it in-depth. In order to use the glossary, use the keyword template, such as {{keyword|DP}} or {{keyword|abare}}.
 
== Common Vocabulary ==
 
== Common Vocabulary ==
 +
*Please see the ''Synonyms'' category for abbreviations of terms listed in ''Common Vocabulary''
 
{{GlossaryTerm
 
{{GlossaryTerm
 
|term=Abare
 
|term=Abare
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}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
|term=BnB
+
|term=Bread and Butter
 
|partOfSpeech=noun, adj.
 
|partOfSpeech=noun, adj.
 
|definition=A staple combo that is relatively simple and effective.
 
|definition=A staple combo that is relatively simple and effective.
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|definition= To bypass the remaining time or frames in an action by proceeding directly into another action.
 
|definition= To bypass the remaining time or frames in an action by proceeding directly into another action.
 
|infil=https://glossary.infil.net/?t=cancel
 
|infil=https://glossary.infil.net/?t=cancel
}}
 
{{GlossaryTerm
 
|term=Counter
 
|partOfSpeech=noun, verb
 
|definition=A move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent.
 
|altDefinition=To adapt to your opponent's strategy and change your own strategy to beat it.
 
|infil=https://glossary.infil.net/?t=Counter
 
}}
 
{{GlossaryTerm
 
|term=Command Throw
 
|partOfSpeech=noun
 
|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.
 
|infil=https://glossary.infil.net/?t=Command%20Throw
 
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
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|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.
 
|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.
 
|infil=https://glossary.infil.net/?t=Command%20Throw
 
|infil=https://glossary.infil.net/?t=Command%20Throw
 +
}}
 +
{{GlossaryTerm
 +
|term=Counter
 +
|partOfSpeech=noun, verb
 +
|definition=A move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent.
 +
|altDefinition=To adapt to your opponent's strategy and change your own strategy to beat it.
 +
|infil=https://glossary.infil.net/?t=Counter
 +
}}
 +
{{GlossaryTerm
 +
|term=Counterhit
 +
|partOfSpeech=adj, verb
 +
|definition=Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities.
 +
|infil=https://glossary.infil.net/?t=Counter%20Hit
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
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|partOfSpeech=noun
 
|partOfSpeech=noun
 
|definition=A move that has invulnerability during its startup, long recovery, and a rising motion.
 
|definition=A move that has invulnerability during its startup, long recovery, and a rising motion.
|infil=https://glossary.infil.net/?t=Dragon%20Punch
 
}}
 
{{GlossaryTerm
 
|term=DP
 
|partOfSpeech=noun
 
|definition=Dragon Punch{{Hrule}} A move that has invulnerability during its startup, long recovery, and a rising motion.
 
 
|infil=https://glossary.infil.net/?t=Dragon%20Punch
 
|infil=https://glossary.infil.net/?t=Dragon%20Punch
 
}}
 
}}
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|definition=A projectile which usually travels slowly across the screen in a horizontal path above the ground.
 
|definition=A projectile which usually travels slowly across the screen in a horizontal path above the ground.
 
|infil=https://glossary.infil.net/?t=Fireball
 
|infil=https://glossary.infil.net/?t=Fireball
 +
}}
 +
{{GlossaryTerm
 +
|term=Footsies
 +
|partOfSpeech=verb, noun
 +
|definition=A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.
 +
|infil=https://glossary.infil.net/?t=Footsies
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
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|definition=A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right.
 
|definition=A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right.
 
|infil=https://glossary.infil.net/?t=Fireball
 
|infil=https://glossary.infil.net/?t=Fireball
}}
 
{{GlossaryTerm
 
|term=Footsies
 
|partOfSpeech=verb, noun
 
|definition=A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.
 
|infil=https://glossary.infil.net/?t=Footsies
 
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
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|definition=The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
 
|definition=The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
 
|infil=https://glossary.infil.net/?t=Guard
 
|infil=https://glossary.infil.net/?t=Guard
 +
}}
 +
{{GlossaryTerm
 +
|term=Guard Cancel
 +
|partOfSpeech=noun,verb
 +
|definition=An attack which can be performed while the user is in blockstun.
 +
|infil=https://glossary.infil.net/?t=Guard%20Cancel
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
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|alt-definition=Also known as Revolver Action and Z-Combo, these systems are fundamentally the same.
 
|alt-definition=Also known as Revolver Action and Z-Combo, these systems are fundamentally the same.
 
|infil=https://glossary.infil.net/?t=Gatling
 
|infil=https://glossary.infil.net/?t=Gatling
}}
 
{{GlossaryTerm
 
|term=Jump Install
 
|partOfSpeech=noun
 
|definition=An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack.
 
|infil=https://glossary.infil.net/?t=Jump%20Install
 
}}
 
{{GlossaryTerm
 
|term=OS Blocking
 
|partOfSpeech=noun
 
|definition=Blocking while also protecting yourself against something else via the use of an Option Select. Frequently done in Blazblue by pressing 4ABC to input both barrier block (4AB) and throw (BC).
 
}}
 
{{GlossaryTerm
 
|term=Revolver Action
 
|partOfSpeech=noun
 
|definition=The special category of cancels that describe how each character can cancel normals into other normals.
 
|infil=https://glossary.infil.net/?t=Target%20Combo
 
}}
 
{{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=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
 
{{GlossaryTerm
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|definition=An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Zappa's Too Bad (214S).
 
|definition=An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Zappa's Too Bad (214S).
 
|infil=https://glossary.infil.net/?t=Guard%20Point
 
|infil=https://glossary.infil.net/?t=Guard%20Point
}}
 
{{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.
 
|infil=https://glossary.infil.net/?t=Hard%20Knockdown
 
}}
 
{{GlossaryTerm
 
|term=Soft Knockdown
 
|partOfSpeech=noun
 
|definition=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.
 
|infil=https://glossary.infil.net/?t=Hard%20Knockdown
 
}}
 
{{GlossaryTerm
 
|term=Stun
 
|partOfSpeech=noun
 
|definition=A special hurt state in which the character is left unable to act for a long time which goes away after the next combo performed on them. Can sometimes have the duration shortened via a sort of mini-game.
 
|infil=https://glossary.infil.net/?t=Stun
 
}}
 
{{GlossaryTerm
 
|term=SPD
 
|partOfSpeech=noun
 
|definition=Acronym for Spinning or Screw Piledriver. Generally used to describe a grappler's fast, high reach and highly damaging command grab that is typically executed with a 360 motion.
 
|infil=https://glossary.infil.net/?t=Spinning%20Piledriver
 
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
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|term=IAD
 
|term=IAD
 
|partOfSpeech=noun
 
|partOfSpeech=noun
|definition=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.
+
|definition=An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.
 
|infil=https://glossary.infil.net/?t=Instant%20Air%20Dash
 
|infil=https://glossary.infil.net/?t=Instant%20Air%20Dash
 
}}
 
}}
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|definition=A move, usually a super, which changes the properties of the character themself, usually for the better.
 
|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.
 
|altDefinition=See Sol Badguy's Dragon Install.
|install=https://glossary.infil.net/?t=Install
+
|infil=https://glossary.infil.net/?t=Install
 +
}}
 +
{{GlossaryTerm
 +
|term=Jump Install
 +
|partOfSpeech=noun
 +
|definition=An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack.
 +
|infil=https://glossary.infil.net/?t=Jump%20Install
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
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|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.
 
|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
 
|infil=https://glossary.infil.net/?t=Kusoge
 +
}}
 +
{{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.
 +
|infil=https://glossary.infil.net/?t=Hard%20Knockdown
 +
}}
 +
{{GlossaryTerm
 +
|term=Soft Knockdown
 +
|partOfSpeech=noun
 +
|definition=A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense.
 +
|infil=https://glossary.infil.net/?t=Soft%20Knockdown
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
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|partOfSpeech=noun
 
|partOfSpeech=noun
 
|definition=In a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.
 
|definition=In a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.
|infil=https://glossary.infil.net/?t=Point Character
 
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
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|term=Okiwaza
 
|term=Okiwaza
 
|partOfSpeech=noun, verb
 
|partOfSpeech=noun, verb
|definition=From Japanese "置き技"{{hrule}}, 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.
+
|definition=From Japanese "置き技"{{hrule}}, meaning "placed move". To pre-emptively use an attack with the intent of covering a specific space which the opponent will move into or extend a hurtbox into.
 
|infil=https://glossary.infil.net/?t=Poke
 
|infil=https://glossary.infil.net/?t=Poke
 
}}
 
}}
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}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
|term=Overhead
+
|term=OS Blocking
 
|partOfSpeech=noun
 
|partOfSpeech=noun
|definition=An attack that the opponent must block high.
+
|definition=Blocking while also protecting yourself against something else via the use of an Option Select. Frequently done in Blazblue by pressing 4ABC to input both barrier block (4AB) and throw (BC).
|infil=https://glossary.infil.net/?t=Overhead%20Attack
 
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
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|definition=The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."
 
|definition=The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."
 
|infil=https://glossary.infil.net/?t=OTG
 
|infil=https://glossary.infil.net/?t=OTG
 +
}}
 +
{{GlossaryTerm
 +
|term=Overhead
 +
|partOfSpeech=noun
 +
|definition=An attack that the opponent must block high.
 +
|infil=https://glossary.infil.net/?t=Overhead%20Attack
 +
}}
 +
{{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
 
{{GlossaryTerm
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|altDefinition= Rachel Alucard and Linne are defining characters of the archetype.  
 
|altDefinition= Rachel Alucard and Linne are defining characters of the archetype.  
 
|infil=https://glossary.infil.net/?t=Pixie
 
|infil=https://glossary.infil.net/?t=Pixie
 +
}}
 +
{{GlossaryTerm
 +
|term=Plink
 +
|partOfSpeech=noun
 +
|definition=Rapidly pressing one button after another, sometimes as quickly as 1 frame apart.
 +
|infil=https://glossary.infil.net/?t=Plink
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
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|partOfSpeech=noun
 
|partOfSpeech=noun
 
|definition=In a 3v3 fighting game, Point refers to the 1st character up to fight out of the 3 selected by the player.
 
|definition=In a 3v3 fighting game, Point refers to the 1st character up to fight out of the 3 selected by the player.
|infil=https://glossary.infil.net/?t=Point Character
+
|infil=https://glossary.infil.net/?t=Point%20Character
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
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|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.
 
|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.
 
|infil=https://glossary.infil.net/?t=Proximity%20Block
 
|infil=https://glossary.infil.net/?t=Proximity%20Block
 +
}}
 +
{{GlossaryTerm
 +
|term=Pushback
 +
|partOfSpeech=noun,verb
 +
|definition=When an attacking player hits their opponent, they are pushed backwards by a small amount. This is the most common form of infinite combo/blockstring prevention system.
 +
|infil=https://glossary.infil.net/?t=Pushback
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
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|term=Reverse Beat
 
|term=Reverse Beat
 
|partOfSpeech=noun
 
|partOfSpeech=noun
|definition=Canceling into a normal on a up-the-alphabet, or weaker button direction.
+
|definition= The ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.
 
|altDefinition= A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse".
 
|altDefinition= A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse".
 
|infil=https://glossary.infil.net/?t=Reverse%20Beat
 
|infil=https://glossary.infil.net/?t=Reverse%20Beat
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|altDefinition=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.
 
|altDefinition=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.
 
|infil=https://glossary.infil.net/?t=Reversal
 
|infil=https://glossary.infil.net/?t=Reversal
 +
}}
 +
{{GlossaryTerm
 +
|term=Revolver Action
 +
|partOfSpeech=noun
 +
|definition=The special category of cancels that describe how each character can cancel normals into other normals. Gatling{{Hrule}}
 +
|infil=https://glossary.infil.net/?t=Target%20Combo
 +
}}
 +
{{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
 
{{GlossaryTerm
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|definition=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.
 
|definition=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=https://glossary.infil.net/?t=Safe%20Jump
 
|infil=https://glossary.infil.net/?t=Safe%20Jump
 +
}}
 +
{{GlossaryTerm
 +
|term=Sashikaeshi
 +
|partOfSpeech=noun, verb
 +
|definition=From Japanese "差し返し"{{hrule}}, meaning "return the strike". Whiff punishing. To reactively hit an opponent as punishment for their attempt to use an attack.
 +
|infil=https://glossary.infil.net/?t=Whiff%20Punish
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
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|altDefinition=A player that blames there loses on anything other than themselves. "The Sun was in my eyes!"
 
|altDefinition=A player that blames there loses on anything other than themselves. "The Sun was in my eyes!"
 
|infil=https://glossary.infil.net/?t=Scrub
 
|infil=https://glossary.infil.net/?t=Scrub
 +
}}
 +
{{GlossaryTerm
 +
|term=Shimmy
 +
|definition=Baiting your opponent into inputting a throw tech or reversal throw then walking backwards out of range of the throw. This can result in a huge punish combo in games with throw whiff animations and without throw tech OS's.
 +
|infil=https://glossary.infil.net/?t=Shimmy
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
Line 684: Line 695:
 
|definition= 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.
 
|definition= 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.
 
|infil=https://glossary.infil.net/?t=Stagger
 
|infil=https://glossary.infil.net/?t=Stagger
 +
}}
 +
{{GlossaryTerm
 +
|term=Stagger
 +
|partOfSpeech=verb
 +
|definition=A prolonged state of hit stun. In some games the opponent press button(s) to escape stagger sooner.
 +
|infil=https://glossary.infil.net/?t=stagger
 +
}}
 +
{{GlossaryTerm
 +
|term=Stun
 +
|partOfSpeech=noun
 +
|definition=A special hurt state in which the character is left unable to act for a long time which goes away after the next combo performed on them. Can sometimes have the duration shortened via a sort of mini-game.
 +
|infil=https://glossary.infil.net/?t=Stun
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
Line 758: Line 781:
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
|term=Wake up
+
|term=Wake Up
 
|partOfSpeech=noun, verb, adj., adv.
 
|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.
+
|definition=The state and animation a character goes through when they rise from being knocked down. This animation is usually invulnerable for its duration, and usually retains invulnerability to throws for some time after it ends.
 
|infil=https://glossary.infil.net/?t=Wakeup
 
|infil=https://glossary.infil.net/?t=Wakeup
 
}}
 
}}
Line 1,106: Line 1,129:
 
|definition=The name for the main resource meter in the Guilty Gear Series{{Hrule}}Tension can be spent on Faultless Defense, Overdrives, and more.
 
|definition=The name for the main resource meter in the Guilty Gear Series{{Hrule}}Tension can be spent on Faultless Defense, Overdrives, and more.
 
|infil=https://glossary.infil.net/?t=Meter
 
|infil=https://glossary.infil.net/?t=Meter
 +
}}
 +
{{GlossaryTerm
 +
|term=Guts
 +
|partofSpeech=Noun
 +
|definition= A defensive stat in the Guilty Gear games that decreases damage taken at lower life percentages. Every character has a unique Guts rating that determines how fast Guts scaling kicks in.
 +
|infil=https://glossary.infil.net/?t=Guts%20Scaling
 
}}
 
}}
 
====[[GGST]]====
 
====[[GGST]]====
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===[[Hokuto no Ken]]===
 
===[[Hokuto no Ken]]===
 +
{{GlossaryTerm
 +
|term=Basuke
 +
|partOfSpeech=noun
 +
|definition=From Hokuto no Ken{{Hrule}}A state during particularly long combos in which the victim of the combo begins to rebound off of the floor at extremely high speeds, most commonly while the attacker is also airborne. Resembles dribbling in basketball, hence the name.
 +
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
 
|term=Traveling Combo
 
|term=Traveling Combo
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|definition=From Hokuto no Ken's {{CLabel|HNK|Raoh}}{{Hrule}}{{clr|5|2A}}x12 > {{clr|4|2B}} > {{clr|1|c.C}} > C+D+Mash E until out of Boost > {{clr|3|j.214D}}
 
|definition=From Hokuto no Ken's {{CLabel|HNK|Raoh}}{{Hrule}}{{clr|5|2A}}x12 > {{clr|4|2B}} > {{clr|1|c.C}} > C+D+Mash E until out of Boost > {{clr|3|j.214D}}
 
}}
 
}}
 +
 
===[[SBX]]===
 
===[[SBX]]===
 
{{GlossaryTerm
 
{{GlossaryTerm
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}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
|term=Bread and Butter
+
|term=BnB
 
|partOfSpeech=noun
 
|partOfSpeech=noun
 
|definition=A staple combo that is simple yet effective.
 
|definition=A staple combo that is simple yet effective.
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|definition=A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.
 
|definition=A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.
 
||infil=https://glossary.infil.net/?t=Disjointed%20Hitbox
 
||infil=https://glossary.infil.net/?t=Disjointed%20Hitbox
 +
}}
 +
{{GlossaryTerm
 +
|term=DP
 +
|partOfSpeech=noun
 +
|definition=Dragon Punch{{Hrule}} A move that has invulnerability during its startup, long recovery, and a rising motion.
 +
|infil=https://glossary.infil.net/?t=Dragon%20Punch
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm
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|definition=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.
 
|definition=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.
 
|infil=https://glossary.infil.net/?t=Proration
 
|infil=https://glossary.infil.net/?t=Proration
 +
}}
 +
{{GlossaryTerm
 +
|term=Safejump
 +
|partOfSpeech=noun
 +
|definition=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=https://glossary.infil.net/?t=Safe%20Jump
 
}}
 
}}
 
{{GlossaryTerm
 
{{GlossaryTerm

Latest revision as of 15:54, 30 November 2022

Welcome to Dustloop's internal glossary page. The entries listed here can allow editors to provide in-article links to important fighting game terminology without having to explain it in-depth. In order to use the glossary, use the keyword template, such as DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. or AbareAn attack during the opponent's pressure, intended to interrupt it..

Common Vocabulary

  • Please see the Synonyms category for abbreviations of terms listed in 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
Air-to-Air noun, verb
  1. A jumping attack that hits the opponent out of the air
  2. A specific jumping attack that is particularly suited for hitting the opponent out of the air
Infil Glossary Entry: https://glossary.infil.net/?t=Air-to-air
Ambiguous Crossup noun
Describes an attack which may cross up, but also may not, depending on extremely subtle and often imperceptible differences in timing or spacing.
Infil Glossary Entry: https://glossary.infil.net/?t=Ambiguous
Anchor noun
In a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player.
Infil Glossary Entry: https://glossary.infil.net/?t=Anchor
Anti-Air noun, verb
  1. A grounded attack that hits the opponent out of the air
  2. A specific grounded attack that is particularly suited for hitting the opponent out of the air
Infil Glossary Entry: https://glossary.infil.net/?t=Anti-Air
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
Block String noun, verb
A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.
Infil Glossary Entry: https://glossary.infil.net/?t=Block%20String
Bread and Butter noun, adj.
A staple combo that is relatively simple and effective.
Infil Glossary Entry: https://glossary.infil.net/?t=Bread%20and%20Butter
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
Burst Option noun
An explosive, quick attack that is usually unreactable from close to medium range.
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
Charge adj, verb
The act of holding a direction (usually back or down) for about one second, for the purposes of executing certain special moves like Guile's Sonic Boom. Because charge inputs take a bit of time to prepare before you execute them, they tend to be relatively powerful compared to special moves input using other methods, like a quarter circle, which can be input more quickly and in more situations.
Infil Glossary Entry: https://glossary.infil.net/?t=Charge
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
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
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Counter
Counterhit adj, verb
Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities.
Infil Glossary Entry: https://glossary.infil.net/?t=Counter%20Hit
Cross under noun
A specific form of a crossup where an attacker moves 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.
DHC noun
A term that describes when a character performs a super attack in a team game and tags into another characters super.
Infil Glossary Entry: https://glossary.infil.net/?t=Delayed%20Hyper%20Combo
Dragon Punch noun
A move that has invulnerability during its startup, long recovery, and a rising motion.
Infil Glossary Entry: https://glossary.infil.net/?t=Dragon%20Punch
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
Fireball noun
A projectile which usually travels slowly across the screen in a horizontal path above the ground.
Infil Glossary Entry: https://glossary.infil.net/?t=Fireball
Footsies verb, noun
A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.
Infil Glossary Entry: https://glossary.infil.net/?t=Footsies
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
A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right.
Infil Glossary Entry: https://glossary.infil.net/?t=Fireball
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."
Infil Glossary Entry: https://glossary.infil.net/?t=Grappler
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
Guard Cancel noun,verb
An attack which can be performed while the user is in blockstun.
Infil Glossary Entry: https://glossary.infil.net/?t=Guard%20Cancel
Frame Kill noun
A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier.
Infil Glossary Entry: https://glossary.infil.net/?t=Frame%20Kill
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Fuzzy
Fuzzy Overhead noun
An offensive technique where the attacker exploits a common system mechanic in Fighting Games where a crouching opponent can be hit by a rising overhead as their hurtbox is expanded to be standing even though they are crouch blocking.
Infil Glossary Entry: https://glossary.infil.net/?t=Fuzzy%20Attack
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Gatling
Guard Point noun, adj.
An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Zappa's Too Bad (214S).
Infil Glossary Entry: https://glossary.infil.net/?t=Guard%20Point
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, and performing follow up attacks if the first hit successfully hits the opponent.
Infil Glossary Entry: https://glossary.infil.net/?t=Hit%20Confirm
Hyper Armor adj.
An attack that can absorb multiple hits from the opponent (typically taking reduced or fully recoverable damage). Examples of this include Tager's 6[A] and Potemkin's Judge Gauntlet (63214D).
Infil Glossary Entry: https://glossary.infil.net/?t=Armor
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 956 754, and depending on the game, using a dash macro right after a jump.
Infil Glossary Entry: https://glossary.infil.net/?t=Instant%20Air%20Dash
Instant Block verb, noun
A special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both.
Infil Glossary Entry: https://glossary.infil.net/?t=Instant%20Block
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
Invulnerable 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 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
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Install
Jump Install noun
An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack.
Infil Glossary Entry: https://glossary.infil.net/?t=Jump%20Install
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
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Zoning
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
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Hard%20Knockdown
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 a Hard Knockdown, giving the offender less options for continuing offense.
Infil Glossary Entry: https://glossary.infil.net/?t=Soft%20Knockdown
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Link
Low Attack noun
An attack that the opponent must block low.
Infil Glossary Entry: https://glossary.infil.net/?t=Low%20Attack
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Low%20Crush
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Low%20Profile
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Mash
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
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Meter
Mid noun
In a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.
Midscreen Meterless noun
A combo that can be preformed without the use of any resources and regardless of location.
Mix-up 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 mix-ups such as crossup(left/right), high/low, and strike/throw.
Infil Glossary Entry: https://glossary.infil.net/?t=Mixup
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).
Infil Glossary Entry: https://glossary.infil.net/?t=Neutral
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Negative%20Edge
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".
Infil Glossary Entry: https://glossary.infil.net/?t=Normal
Offense noun
The act of trying to do damage to your opponent, typically from ranges closer than full screen away. Offense is a broad, encompassing term that can include your ability to apply effective mixups, keep good frame advantage during your attacks, and convert openings into high damage.
Infil Glossary Entry: https://glossary.infil.net/?t=Offense
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 which the opponent will move into or extend a hurtbox into.
Infil Glossary Entry: https://glossary.infil.net/?t=Poke
Okizeme noun, verb
From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.
Infil Glossary Entry: https://glossary.infil.net/?t=Okizeme
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.
Infil Glossary Entry: https://glossary.infil.net/?t=On%20Block
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.
Infil Glossary Entry: https://glossary.infil.net/?t=On%20Hit
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
OS Blocking noun
Blocking while also protecting yourself against something else via the use of an Option Select. Frequently done in Blazblue by pressing 4ABC to input both barrier block (4AB) and throw (BC).
Off the Ground noun (2), verb (1)
  1. To hit the opponent while they are on the ground and launch or re-stand them taking them "Off the Ground".
  2. A move that can hit opponents while they are on the ground.
Infil Glossary Entry: https://glossary.infil.net/?t=OTG
OTG noun, verb
The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."
Infil Glossary Entry: https://glossary.infil.net/?t=OTG
Overhead noun
An attack that the opponent must block high.
Infil Glossary Entry: https://glossary.infil.net/?t=Overhead%20Attack
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.
Parry noun, verb
An attack or mechanic that allows the defender to brush aside an incoming hit and recover more or less instantly.
Infil Glossary Entry: https://glossary.infil.net/?t=Parry
Pixie noun
  1. A character with powerful movement options, short range, small hurtbox, and low health.
  2. Rachel Alucard and Linne are defining characters of the archetype.
Infil Glossary Entry: https://glossary.infil.net/?t=Pixie
Plink noun
Rapidly pressing one button after another, sometimes as quickly as 1 frame apart.
Infil Glossary Entry: https://glossary.infil.net/?t=Plink
Poke noun
An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk.
Infil Glossary Entry: https://glossary.infil.net/?t=Poke
Point noun
In a 3v3 fighting game, Point refers to the 1st character up to fight out of the 3 selected by the player.
Infil Glossary Entry: https://glossary.infil.net/?t=Point%20Character
Pressure noun, verb
To attack the opponent continuously and leave little room for counter attacks.
Infil Glossary Entry: https://glossary.infil.net/?t=Pressure
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Proximity%20Block
Pushback noun,verb
When an attacking player hits their opponent, they are pushed backwards by a small amount. This is the most common form of infinite combo/blockstring prevention system.
Infil Glossary Entry: https://glossary.infil.net/?t=Pushback
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Deadly%20Rave
(Hard) Read verb, noun
To predict the opponent's action and punish or avoid it.
Infil Glossary Entry: https://glossary.infil.net/?t=Read
Reverse Beat noun
  1. The ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.
  2. A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse".
Infil Glossary Entry: https://glossary.infil.net/?t=Reverse%20Beat
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".
Infil Glossary Entry: https://glossary.infil.net/?t=Reverse%20Beat
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Rekka
Renda noun, adjective
Self-chain or self-cancelable attacks. Depending on context, renda can refer to both cancels on hit and on whiff.
Infil Glossary Entry: https://glossary.infil.net/?t=Renda%20Cancel
Reset noun
Purposefully ending a combo early in order to perform a mixup in order to deal more damage.
Infil Glossary Entry: https://glossary.infil.net/?t=Reset
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.
Infil Glossary Entry: https://glossary.infil.net/?t=American%20Reset
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Reversal
Revolver Action noun
The special category of cancels that describe how each character can cancel normals into other normals. Gatling
Infil Glossary Entry: https://glossary.infil.net/?t=Target%20Combo
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
Rising Overhead 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.
Infil Glossary Entry: https://glossary.infil.net/?t=RPS
RPS noun, adj.
Rock Paper ScissorsA 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.
Infil Glossary Entry: https://glossary.infil.net/?t=RPS
Rushdown noun, adj.
Style of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate.
Infil Glossary Entry: https://glossary.infil.net/?t=Rushdown
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
Sashikaeshi noun, verb
From Japanese "差し返し", meaning "return the strike". Whiff punishing. To reactively hit an opponent as punishment for their attempt to use an attack.
Infil Glossary Entry: https://glossary.infil.net/?t=Whiff%20Punish
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."
Infil Glossary Entry: https://glossary.infil.net/?t=Scramble
Scrub noun
  1. A low level player. Similar to noob, however does not imply someone is new to the game/scene.
  2. A player that blames there loses on anything other than themselves. "The Sun was in my eyes!"
Infil Glossary Entry: https://glossary.infil.net/?t=Scrub
Shimmy
Baiting your opponent into inputting a throw tech or reversal throw then walking backwards out of range of the throw. This can result in a huge punish combo in games with throw whiff animations and without throw tech OS's.
Infil Glossary Entry: https://glossary.infil.net/?t=Shimmy
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Shoto
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Special%20Move
Spinning Piledriver noun
Used to describe a grappler's fast, high reach and highly damaging command grab that is typically executed with a 360 motion.
Infil Glossary Entry: https://glossary.infil.net/?t=Spinning%20Piledriver
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Stagger
Stagger verb
A prolonged state of hit stun. In some games the opponent press button(s) to escape stagger sooner.
Infil Glossary Entry: https://glossary.infil.net/?t=stagger
Stun noun
A special hurt state in which the character is left unable to act for a long time which goes away after the next combo performed on them. Can sometimes have the duration shortened via a sort of mini-game.
Infil Glossary Entry: https://glossary.infil.net/?t=Stun
Super noun, verb
A type of attack that consumes meter, and is typically followed by a superfreeze.
Infil Glossary Entry: https://glossary.infil.net/?t=Super
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).
Infil Glossary Entry: https://glossary.infil.net/?t=Armor
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Tick%20Throw
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".
Infil Glossary Entry: https://glossary.infil.net/?t=Tech
Tiger Knee noun, verb, adj.
An input 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
Touch of Death noun, adj.
A single combo that will immediately defeat the opponent even from full health.
Infil Glossary Entry: https://glossary.infil.net/?t=Touch%20of%20Death
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Reversal
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Quick%20Rise
Vortex noun, verb, adv.
An offensive sequence that starts with a very difficult to block mixup, which then causes a knockdown if it works and loops back into the same mixup over and over again.
Infil Glossary Entry: https://glossary.infil.net/?t=Vortex
Wake Up noun, verb, adj., adv.
The state and animation a character goes through when they rise from being knocked down. This animation is usually invulnerable for its duration, and usually retains invulnerability to throws for some time after it ends.
Infil Glossary Entry: https://glossary.infil.net/?t=Wakeup
Whiff verb, adj
An attack that completely misses the opponent, such as when the opponent is out of range of the attack.
Infil Glossary Entry: https://glossary.infil.net/?t=Whiff
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Yomi
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Zoner
Zoning verb
The act of denying the opponent the ability to approach, jump, or other movement options.
Infil Glossary Entry: https://glossary.infil.net/?t=Zoning
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.
Infil Glossary Entry: https://glossary.infil.net/?t=360
50/50 noun, adj.
A mix-up 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.
Infil Glossary Entry: https://glossary.infil.net/?t=50/50

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!"
Infil Glossary Entry: https://glossary.infil.net/?t=Respect
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Active
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Blockstop
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Block%20Stun
Disjointed Hitbox noun
A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.
Infil Glossary Entry: https://glossary.infil.net/?t=Disjointed%20Hitbox
Frame noun
The smallest unit of time in a fighting game. Most fighting games are 60 frames per second.
Infil Glossary Entry: https://glossary.infil.net/?t=Frame
Frame Advantage noun
The difference in time an attacker and a defender can begin moving again after blocking an attack.
Infil Glossary Entry: https://glossary.infil.net/?t=Frame%20Advantage
Gap noun
The number of frames between two attacks in which the defender leaves blockstun/hitstun. e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose.
Infil Glossary Entry: https://glossary.infil.net/?t=Gap
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Hitbox
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Hitstop
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Hit%20Stun
Hurtbox noun
The hitbox specifically relating to where a character is vulnerable to an opponent's attack. Shown as blue or cyan in visualizations.
Infil Glossary Entry: https://glossary.infil.net/?t=Hurtbox
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Recovery
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Startup
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Untech%20Time
Plus adj
When you are able to freely act, but your opponent cannot (usually because they are still trapped in block stun from your attack). Being plus (or "positive") in a fighting game is quite strong; it means you always have a headstart on your next attack, even if it's only by a very slim margin.
Infil Glossary Entry: https://glossary.infil.net/?t=Plus
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Proration

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

Dragon Ball FighterZ

Dragon Balls noun
A mechanic that allows players to collect Dragon Balls during the match, when all Dragon Balls have been collected a player can summon Shenron, who can grant one out of four wishes per match.
Dragon Rush noun, verb
A universal grab that all characters have access to, inputted with L+M.
Infil Glossary Entry: https://glossary.infil.net/?t=Dragon%20Rush
Dynamic! noun
A property that occurs when a player performs a full light autocombo on an opponent, granting one random Dragon Ball or summoning Shenron if the conditions have been met.
Ki Blast noun, verb
A projectile attack that is usually inputted with the S button. The properties of the Ki Blast vary to each character.
Infil Glossary Entry: https://glossary.infil.net/?t=Ki%20Blast
Ki Charge noun, verb
a technique that allows a player to build meter, although this technique rarely sees much use. Inputted by pressing L+S.
Infil Glossary Entry: https://glossary.infil.net/?t=Ki%20Charge
Limit Break noun
A state that a player reaches when they only have one character left which increases their damage by 20% and grants one bar of super meter.
Infil Glossary Entry: https://glossary.infil.net/?t=Limit%20Break
Reflect noun, verb
An almost universal technique that allows a character to push an opponent away during pressure. Unlike other games push block, this cannot be done in blockstun, with the input being 4S
Infil Glossary Entry: https://glossary.infil.net/?t=Reflect
Smash! noun
A term used to describe moves that cause a camera shift, which are generally used for combo extensions or to give a sliding knockdown.
Sparking noun
A state that a player finds themselves in after a sparking blast, which gives a slew of positive buffs to their characters for a finite amount of time. This time is increased for each character currently down on their team.
Infil Glossary Entry: https://glossary.infil.net/?t=Sparking
Sparking Blast Verb
A blast of energy that can be used anytime except when being in a combo. It can be used as a combo extender or as a defensive burst, with each team usually having one sparking blast per match. It is inputted with L+M+H+S.
Super Dash noun, verb
A attack that causes the player character to fly to the opponents current position, being very susceptible to an antiair. inputted by pressing H+S.
Infil Glossary Entry: https://glossary.infil.net/?t=Super%20Dash
Vanish noun, verb
A technique that costs 1 bar of meter, which will cause the player character to immediately teleport behind the opponent and attack. It can extend combos as well as being plus on block. It is inputted with M+H.
Infil Glossary Entry: https://glossary.infil.net/?t=Vanish
Vanish (Hold) noun, verb
Sometimes referred to as Empty Vanish or Held Vanish, this technique allows a player to perform a vanish without actually performing the follow-up attack, effectively allowing for a instant teleport behind the opponent. However, this technique can only be done during Sparking.
Z Change noun, verb
A move caused by holding down one of the assist buttons, calling the assist to take the place of the current character with a superdash, which can also be done during normals and specials.

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
Clean Hit adj, verb
When certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce.
Infil Glossary Entry: https://glossary.infil.net/?t=Clean%20Hit
Overdrive noun
The name for Super Moves in the Guilty Gear SeriesMoves which cost 50% meter to perform and have unique traits.
Infil Glossary Entry: https://glossary.infil.net/?t=Overdrive
Tension noun
The name for the main resource meter in the Guilty Gear SeriesTension can be spent on Faultless Defense, Overdrives, and more.
Infil Glossary Entry: https://glossary.infil.net/?t=Meter
Guts
A defensive stat in the Guilty Gear games that decreases damage taken at lower life percentages. Every character has a unique Guts rating that determines how fast Guts scaling kicks in.
Infil Glossary Entry: https://glossary.infil.net/?t=Guts%20Scaling

GGST

Positive Bonus noun
A special state in Strive that automatically generates tension, reduces meter penalty, as well as other buffs when a player breaks the wall.
Infil Glossary Entry: https://glossary.infil.net/?t=Positive%20Bonus
IBFD noun
"Instant Faultless Defense", performed by doing a Instant Block (pressing block within 2 frames of an attack landing) while holding Faultless Defense.
Infil Glossary Entry: https://glossary.infil.net/?t=Faultless%20Defense
FDC noun
"Faultless Defense Cancel", by buffering and holding 2 attacks inputs, it automatically cancels an airdash into an air normal and instantly begins Faultless Defense. This cancels the airdash to land faster, without performing an attack.
Grounded adj.
An opponent remains grounded during combos if no hit launches them off the ground. This is required for certain Hard Knockdowns like 2D. A Grounded Wall Stick results in a Wall Slump. Hitting an opponent during a Floating Crumple will result in a launch, but they are still grounded and can usually be hit after to remain grounded.

GGXRD

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
Danger Time noun
A state that a Guilty Gear Xrd match will sometimes enter when two attacks clash. The match will pause, the screen will go dark, and a 3 second countdown appears. After the countdown finishes, the match resumes and the stakes are cranked way, way up. Damage is increased 20%, but more importantly, pretty much every hit you land from a neutral state will be a "Mortal Counter". Danger Time happens completely randomly, so you can't control when it starts, but it almost always results in someone getting smoked.
Infil Glossary Entry: https://glossary.infil.net/?t=Danger%20Time

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

Persona 4: Arena

AoA noun
Shorthand for "All Out Attack", the command attack that serves as the universal overhead of the P4Arena games.
GC Roll noun, verb
A shorter nickname for "Guard Cancel Evasive Action", the system mechanic in the P4Arena games that lets a defending player perform an invulnerable dodge out of grounded blockstun at the cost of 50 SP.
Air Turn Air Dash verb
Performing an Instant Air Dash with a Manual Air Turn in the middle to do an air backdash towards the opponent. Typically used mid-offense to go for cross-ups or pressure resets from a jump-cancellable normal.
Air Turn Air Backdash verb
Performing an Instant Air Backdash with a Manual Air Turn in the middle to do a forward air dash away from the opponent. Typically used to retreat quickly and further without adding to Negative Penalty.
Neutral Frenzy noun, verb
Sometimes referred to as "Half-Burst"
A technique in which a Shadow-type character activates their Frenzy mid-combo from a neutral state instead of as a cancel, causing it to only consume only half of the Burst gauge for the Frenzy instead of the entire gauge.
OMC noun, verb
Shorthand for "One More Cancel", the system mechanic in the P4Arena games that lets the player cancel most moves into a neutral state at the cost of 50 SP.
OMB noun, verb
Shorthand for "One More Burst", the system mechanic in the P4Arena games that lets the player launch the opponent into the air for a combo extension at the cost of the Burst gauge.

Hokuto no Ken

Basuke noun
From Hokuto no KenA state during particularly long combos in which the victim of the combo begins to rebound off of the floor at extremely high speeds, most commonly while the attacker is also airborne. Resembles dribbling in basketball, hence the name.
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 Ken's Raoh2Ax9~10 > 2B > c.C > C+D+HSC Ex1~2 > (pass through opponent) j.214D
Renda Sai noun, verb
From Hokuto no Ken's Raoh2Ax12 > 2B > c.C > C+D+Mash E until out of Boost > j.214D

SBX

Sengoku Track and Field noun, verb
From Sengoku Basara XAn infinite combo which repeatedly travels from corner to corner.
Sengoku Space Program noun, verb
From Sengoku Basara XAn infinite combo which travels infinitely upwards off the top of the screen.

Synonyms

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

Ambiguous Cross-up noun
Describes an attack which may cross up, but also may not, depending on extremely subtle and often imperceptible differences in timing or spacing.
Infil Glossary Entry: https://glossary.infil.net/?t=Ambiguous
B&B noun
A staple combo that is simple yet effective.
Infil Glossary Entry: https://glossary.infil.net/?t=Bread%20and%20Butter
BnB noun
A staple combo that is simple yet effective.
Infil Glossary Entry: https://glossary.infil.net/?t=Bread%20and%20Butter
Cross-up 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=Cross-up
Disjoint noun
A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.
Infil Glossary Entry: https://glossary.infil.net/?t=Disjointed%20Hitbox
DP noun
Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.
Infil Glossary Entry: https://glossary.infil.net/?t=Dragon%20Punch
FD noun
Faultless DefenceA 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.
Infil Glossary Entry: https://glossary.infil.net/?t=Instant%20Block
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.
Instant Air Special
Conceptually includes 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.
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
Oki noun, verb
Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.
Infil Glossary Entry: https://glossary.infil.net/?t=Oki
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Option%20Select
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Proration
Safejump 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
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Shoryuken
SPD noun
Acronym for Spinning or Screw Piledriver. Used to describe a grappler's fast, high reach and highly damaging command grab that is typically executed with a 360 motion.
Infil Glossary Entry: https://glossary.infil.net/?t=Spinning%20Piledriver
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.
Infil Glossary Entry: https://glossary.infil.net/?t=Shoryuken
TK noun, verb, adj.
An input 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
HKD noun
Short for "Hard Knockdown".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.
Infil Glossary Entry: https://glossary.infil.net/?t=Hard%20Knockdown

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