This article or section may contain original research or unverified claims. Please help Wikipedia by adding references. See the talk page for details. The terms listed below are used when referring to versus fighting games. In this context, moving the control stick forward refers to moving it in the direction that the character is facing, and moving it back refers to moving it in the opposite direction. Image File history File links Stop_hand. ...
Screenshot of Kung Fu Master (1984, Irem). ...
2-1 combo
See: Combo Liu Kang after performing a 7-hit combo on Scorpion in Ultimate Mortal Kombat 3. ...
360 The act of moving the joystick from the forward position in a circle going down, backward, up and then forward again, doing a 360 degree angle. Most games allow a shortcut that involves stopping this circular motion at the up input instead. It is most commonly used in very short-range grappling attacks in older games, such as Zangief's Spinning Piledriver. Zangief (Ðангиев) is a video game character created by Capcom. ...
Abare A relatively new term used to describe a character's ability to do high or massive damage off of random hits and circumstances, such as being able to inflict effective combos off of most basic hits.
Advanced Blocking An advanced block is a block that is made to improve on normal blocking. This kind of blocking generally has a good deal of advantages over normal blocking, at the cost at being either more difficult to execute or having some sort of cost related to it. The first game to introduce this concept was SNK's World Heroes 2. The most notable advanced blocks are the Parry from the Street Fighter III series, the Just Defended from Garou: Mark of the Wolves [1], the Impact Guard from the Soul Calibur series, and the Faultless Defense & Instant Block from the Guilty Gear series. Title: World Heroes 2 Manufacturer: Cony Year: 1994 World Heroes 2 was an arcade fighting game by SNK, so that means that this is going to be another pirated hackjob badly ported to the NES like so many others, right? That would be a fair assumption. ...
Street Fighter III is a fighting game produced by Capcom, released in 1997 on Capcoms CPS-3 hardware, which is a continuation of the famous Street Fighter series. ...
Fatal Fury (é¤ç¼ä¼èª¬ or Garou Densetsu in Japan) is a fighting game series developed by SNK for the Neo-Geo system. ...
Soul Calibur is the second game in the Soul series of fighting games developed and produced by Namco, consisting of Soul Edge (Soul Blade in the US), Soul Calibur, Soul Calibur II, and Soul Calibur III. Originally an arcade game, Soul Calibur was ported and released for the Sega Dreamcast...
The Guilty Gear series is known for its unique graphics. ...
Aerial Rave Marvel vs. Capcom series terminology for a chain combo that is performed while a character is airborne, either linked from a ground attack or started while jumping. The main difference between an Aerial Rave and a juggle is that in Aerial Raves, both characters are airborne, while during a juggle the attacking character is on the ground and the attacked character is airborne. This article is about the series. ...
This term has been used in the video game Devil May Cry 3 as the name of a maneuver where you launch an enemy into the air and jump up and slash at him furiously with a sword for massive damage [2]. Devil May Cry 3: Dantes Awakening (ããã«ã¡ã¤ã¯ã©ã¤3) is the second sequel to Devil May Cry, starring the cocky hero Dante. ...
Anti-Air An attack done from the ground serving the purpose of attacking an opponent who is jumping in. Moves of this kind generally enjoy high priority.
Armor Mode A feature exclusive of the The King Of Fighters series [3]. Armor Mode is activated by pressing BCD. It costs 3 stocks to use, and when activated, the character will pose momentarily and flash yellow for a short period of time (indicated by the timer at the top of the screen). During this time there is no Power Gauge and you cannot amass Power Gauge energy or stocks. Even though the Power Gauge disappears, players can use the Guard Cancel Attack or Guard Cancel Slide (in either direction) as many times as they want. While in Armor Mode, all attacks inflict more damage (A little less than in Counter Mode). Characters also take less damage from attacks. Furthermore, the Dodge Attack will knock down an opponent, just like the Body Blow Attack (Guard Cancel CD attack). Another feature of Armor Mode is that your character takes no damage from blocking special moves, DMs, or SDMs. Although DMs or SDMs can't be used, your character cannot be hit out of an attack--an opponent's attack can still push him/her back, but he/she will continue his/her attack instead of going into "hit" animation. This doesn't apply to certain attacks that knock down to the ground or up into the air, though. Once this mode ends, the Power Gauge will not reappear for a few seconds, and the character will still be unable to collect energy / stocks until it reappears.
Auto Combo - See: Combo (computer and video games)
Liu Kang after performing a 7-hit combo on Scorpion in Ultimate Mortal Kombat 3. ...
Auto Guard An interesting built-in feature for various fighting game characters that originates from the King Of Fighters series. Moves with autoguard have a specific set of animation frames, during which any move that comes in contact with the character is automatically blocked: this is different from regular move invincibility in that autoguard usually nullifies any move that comes in contact with it during its duration by blocking it and thus renders it harmless, while moves with invincibility might run out of invincibility while the attack is still able to connect with the character, causing the character to get hit regardless. As a tradeoff, moves with autoguard are often slowed down when they block enemy attacks, allowing the other character to avoid getting hit by them if the move they use to trigger the autoguard is fast enough. Moves with autoguard are most effective at going through projectiles due to the fact that projectiles usually hit only once and it's relatively easy to time the move with autoguard animation frames so that they're active during the point of impact with the projectile. Some Super Moves also have this feature, and the length of the autoguard animation frame might be exceptionally long for them, in some cases even several seconds.
Baiting Baiting consists of doing certain moves and movements to try and elicit a certain reaction or move from an opponent, and then punishing that reaction or move.
Balance A term (derived from balance of power) used to describe the overall cast of a particular game, specifically referring to whether or not certain characters are inherently stronger or weaker than others. "Good balance" or "well-balanced" refers to when most, if not all, of the characters in a game are on generally even footing with one another. The larger the cast, the more difficult it becomes to maintain good balance. Samurai Shodown III is frequently cited as a game with bad balance. See also Game balance. Balance of power is a central concept of realist theories of international relations. ...
In the ever-popular world of console, PC, and traditional games of all sorts, game balance is a very important factor. ...
Block When a character is blocking, he is in a defensive state that protects him from being damaged by his opponent's moves (or, in certain cases, softens the damage). Blocking is often performed by tilting the joystick away from the player's opponent, otherwise a specific button is used to block. Usually there is more than one kind of block (most often "high" and "low"), each of which protects against and is vulnerable to different classes of moves. In most games, blocking can be countered by a throw. The same term is known in Japan as guard, or even defense in some places.
Block stun The term block stun is used to refer to three distinct things: The first and most rare is to refer to the delay after a player ceases to hold back or press the block button before which the player can move again. The second is the delay before which the player can perform another move after successfully blocking a move. The third is the delay before which a player can perform another move if the opponent blocked his move. In Mortal Kombat 1-4, both the blocker and the blocked recover at the same time, while other two dimensional fighters have subtle differences depending on the particular move used. Mortal Kombat has multiple meanings. ...
Mortal Kombat 4 was the last game in the Mortal Kombat series to have an arcade version. ...
Blow Away Attacks A particular type of normal move in The King Of Fighters, also known as CD Attacks. Blow Away attacks are performed by pressing CD while standing or jumping. They cannot be used while crouching. All characters can use CD attacks, except for May Lee when she is in Hero Mode (she only has a standing CD in this mode, and it functions differently from most CD attacks). Most ground Blow Away attacks are cancelable, but some aren't. Furthermore, some are only cancelable into special moves and (S)DMs, while others are cancelable into command attacks. The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
Guard Cancel Blow Away Attacks (Guard Cancel CD Attacks) can only be used while you're blocking while standing up. They do less damage than normal Blow Away Attacks, look different, and are not cancelable.
Buffering - In The King Of Fighters, performing a normal attack and cancelling it in the middle of its animation with a special, cancelling the ending frames of the normal move's animation (like Kyo's CD attack into his Aragami Style No. 104: Wild Bite or a R.E.D Kick). This is a tactic usually used to manipulate the rhythm of the opponent, or to bait them.
- In Capcom games, buffering a special move into a non-special move so quickly that the special move comes out before the normal move ends (often making a combo). This use of the term is synonymous with the term 2-1 combo.
- Entering the commands for one move while your character is still in the animation of another move, so the second move comes out as soon as the animation ends. This is an important element of 3D fighters, not in and of itself, but because many 3D fighters have "glitches" or "unintended features" which modify the properties of buffered moves compared to if they were simply immediately executed after the last move. The most famous of this is the tactic in Tekken Tag Tournament of buffering a low parry with an Electric Wind Godfist movement. If it is buffered, the computer will choose to execute the move only if it is in the best interests of the player, a process known as option select.
The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
Capcom (ã«ãã³ã³ in Japanese) TYO: 9697 is a leading Japanese developer and publisher of computer and video games. ...
To meet Wikipedias quality standards, this article or section may require cleanup. ...
Glitch City, a Pokémon programming error that creates a jumble of pixels. ...
Tekken (éæ³, Iron Fist) is a series of fighting games developed and produced by Namco. ...
Button Mashing/Button Bashing Button mashing is a derogative term used to define the way in which inexperienced players play fighting games. It literally involves the consistent, focused mashing of one or more buttons in a random fashion, with or without random joystick movements. To meet Wikipedias quality standards, this article or section may require cleanup. ...
It can also be used to describe what occurs in certain situations where buttons must be mashed to achieve a desirable outcome, such as weapons clashing in Samurai Shodown, rapidly mashing on punch buttons to increase the damage on a Shoryu Cannon performed by Sean of Street Fighter III, mashing on buttons to try to escape from a dizzy state, or an attempt to mash out of certain combos like Magneto's Magnetic Tempest combos in Marvel vs. Capcom 2. Tekken is famous for button-mashers dominating more experienced fighters. Note: This article is specifically about the the original Samurai Shodown game. ...
Sean as he appears in Street Fighter III: New Generation. ...
Magneto (alias Erik Magnus Lehnsherr) is a mutant in the Marvel Comics universe. ...
Tekken (éæ³, Iron Fist) is a series of fighting games developed and produced by Namco. ...
One feature of Mortal Kombat and Mortal Kombat: Deadly Alliance is a mini-game titled "Test Your Might." It required the player to rapidly bash the buttons to keep a green meter above a certain level when the count-down ended. When a player is intentionally trying to mash more hits from a super, a common technique is to fan or drum the fingers out over the buttons and wave the entire hand back and forth over the buttons.
Cancel Cancelling is defined as breaking out of a current animation or move by inputing another move that cancels the previous one. Attacks are defined as "cancelable" meaning they have the ability to be canceled (and effectively comboed) into a special or super (the act of cancelling a special move into a super move is usually called Super Cancel). It also sometimes referred to as interrupting. In some games, the move which is used to cancel a previous move usually does less damage than if the move is used alone. Normal to special move combos are based on cancelling a normal attack into a special attack. The King of Fighters and in a minor degree Street Fighter Alpha are known for having guard cancel techniques that immediately put you out of block stun and allow you to hit your opponent at the cost of some super gauge. The King Of Fighters has a detailed system of evasion and counterattacking based on cancelling your blocking animation, the "CD Guard Cancel" allows you to knockdown your opponent breaking out of your blocking animation to land a CD attack that does little damage at the cost of 1 power bar (which is even cancelable in some cases and allows you to start combos), while the "Guard Cancel Emergency Evade" allows you to roll both backwards and forward to evade and punish the attacker if you time it when he's doing an attack whose recovery will leave him open after your evasion. Systems like Guilty Gear XX, which features the ability to completely Roman Cancel any move a character is doing by pressing 3 different attack buttons (except Dust) and spending 50% of your Tension bar (super gauge; 25% bar in the case of False Roman Cancels) -- , thus completely eliminating recovery time. The King of Fighters (or KOF for short) is a fighting game series by SNK that debuted in 1994. ...
The Street Fighter Alpha (Street Fighter Zero in Japan and other parts of Asia) series of fighting games is part of the Street Fighter series by Capcom. ...
The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
A term exclusive to King of Fighters XI is Dream Cancel, where the leader of the team of three, the sole character who can use Leader Desperation Move, can cancel a Desperation Move (a 1-stock super move) into a Leader Desperation Move ( a 2-stock super move).
Chain Combo - See: Combo (computer and video games)
Liu Kang after performing a 7-hit combo on Scorpion in Ultimate Mortal Kombat 3. ...
Character Match (also Mirror Match) A match in which one player must play an opponent who chooses the same character. Matches of this sort usually seen as repetitive and boring, and are more like contests to see who can use a character better. Usually seen in 2D fighting games, as most 3-D games have way of preventing this (some even remove a character from being chosen after he is chosen by any player).
Charge Move A move whose command input involves holding (charging) either a direction on the joystick or button(s) for a brief period of time. This kind of move is most popular in 2D fighters, although it is occasionally seen in 3D fighters (more commonly as a button charge than a joystick charge).
Cheese / Cheap Being cheesy or cheap is a derogative term used to point out an overpowering or repetitive tactic, or a player that uses overpowering or repetitive moves. Of course, whether a move or tactic actually is overpowered is a universal source of controversy. Such tactics may be discouraged during casual play with friends, but they are usually fair game during tournament play and amongst tournament players. It is not so uncommon for a tactic to be deemed cheap by casual players and be considered a poor or weak tactic among higher end players. In Capcom fighters, this also doubles as an ingame term for defeating an opponent via block damage from a special or a super move, which fits the above description.
Chicken Blocking Chicken blocking, a term most often used in CvS2 and MvC2 circles, means to jump and block an incoming attack in the air instead of on the ground. The idea is that after blocking, the defending player lands first and is no longer in block stun, while the attacker is still in the air and recovering from his attack. This means the attacker is now vulnerable to a dragon punch or super, for example. Capcom vs. ...
Marvel vs. ...
Chip Damage (also Block Damage) The reduced damage a character takes from an attack while blocking. Generally an extremely small amount; in some games, normal moves do not cause this. The term refers to the visual effect of the player's life bar being "chipped" away, bit by bit.
Clone A clone character is a character whose moveset is extremely similar, if not identical, to another's, despite (usually) a different appearance. In the original Street Fighter, for example, Ken and Ryu were clones. Usually clone characters get more and more different with later versions of the game (for example, Ralf and Clark from KOF). A clone differs from a palette swap in that a different actual sprite or model is usually used, but the movelist is still the same. Palette swaps are simply differently-colored sprites (usually alternate costumes for 2D fighting game characters). Street Fighter (1987) for the arcades, was the first fighting game in the Street Fighter series. ...
Ken Masters () is a video game character created by Capcom. ...
Ryu (ãªã¥ã¦ in Japanese) is a video game character created by Capcom, and is the protagonist of the majority of the games in the the Street Fighter series. ...
Ralf Jones is a character from both the Ikari Warriors and King of Fighters video game series. ...
Clark Steel is a character from both the Ikari Warriors and King of Fighters video game series. ...
The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
Combo - Main article: Combo (computer and video games)
In traditional 2D fighter terminology, a string of attacks that cannot be blocked if the first hit is not blocked. The word "combo" is also used presently by some 3D fighter fans to describe simply a series of moves which when done in a certain order perform more quickly than when done out of order (also known as a "string"). Liu Kang after performing a 7-hit combo on Scorpion in Ultimate Mortal Kombat 3. ...
Command Move A simple or complex move, in execution or animation, usually performed with a simple combination of joystick and button action, such as a 'Forward' Punch or Kick. The properties of these moves are usually not radically different from other normal moves, but rather they are performed with a button press and a joystick action to allow a wider array of normal moves without having to add extra buttons. Most command moves usually enjoy special properties such as hitting overhead or low. Particularly in The King of Fighters, if a normal attack is cancelled into a command move, the command move loses its special properties but become cancellable themselves into a special, while there are others that are immediately cancelable into special or super attacks when performed alone without previous canceling. The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
Counter Hit A counter hit is a term for an attack that hits another player while they are in the process of performing an attack. In most modern fighting games this type of attack is granted bonus damage. and/or additional effects ( i.e. dizzying, stagger). In The King Of Fighters, aside from adding damage, they are given juggling properties, meaning that an opponent caught in a counter hit is immediately eligible for a second attack, for example, a jumping CD attack that hits as counter, can be followed up by a second CD attack of the same nature, or a special, or super, or other moves that have other juggling properties. The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
Counter Mode A feature exclusive of The King Of Fighters 99 and The King Of Fighters 2000. Counter Mode is activated by pressing ABC. It costs 3 stocks to use, and when activated, the character will pose momentarily and flash red for a short period of time (indicated by the timer at the top of the screen). During this time there is no Power Gauge and you cannot amass Power Gauge energy or stocks. Even though the character's Power Gauge disappears, he/she can use the Guard Cancel CD Attack or Guard Cancel Slide (in either direction) as many times as he/she want. While in Counter Mode, all attacks inflict more damage. And even though there is no Power Gauge, Desperation Moves can be performed infinitely: no stocks are required. Furthermore, the character becomes able to cancel the Dodge Attack into command attacks, special moves, and DMs, just like a normal punch or kick. A unique feature of Counter Mode is that the character can interrupt a special move with a DM, the same way he might cancel a normal attack into a special move. Once this mode ends, the Power Gauge will not reappear for a few seconds, and the character will still be unable to collect energy / stocks until it reappears.
Criticals Criticals are moves that may cause more than the default damage, resulting in critical or more damage. Criticals usually occur at random. One example of a character able to use criticals is Shingo Yabuki from King of Fighters, whose attacks always result in a "critical" in The King Of Fighters 97 and The King Of Fighters 98, which did more damage than normal. The King of Fighters (or KOF for short) is a fighting game series by SNK that debuted in 1994. ...
Cross-Up To Cross-Up is to jump at your opponent with an attack in such a way that it hits as you pass over them, requiring them to block in a different direction. In a proper okizeme situation, a character can force another character to make a 50/50 guess as to whither or not he will cross over. Most advanced combos start with crossups as crossups usually allow for an extra hit to be chained into the combo. Can also be considered a form of mix up. Cross-ups are said to have originated from Street Fighter II as a glitch, though much like combos, they were later intentionally maintained by the developers to add depth to the game. Crossups were not only implemented into the system, but, for example, Iori from King of Fighters's air Back B command actually has him kicking backwards after jumping over an opponent, and ideally only useable for easy crossups.
Crouch Dash A dash either executed from a crouching position or involving a crouching movement at some point. Seen most often in 3D fighters, particularly the Tekken series, where its command is usually forward, return stick to neutral, down, down-forward. Many characters in Tekken have several different moves available from the crouch dash, and a few (the Mishimas in particular) can actually link one crouch dash into another, which creates a move known as the wavedash. Crouch dashes in Tekken usually have the property of automatically evading high attacks, and some have automatic low parries. Tekken (éæ³, Iron Fist) is a series of fighting games developed and produced by Namco. ...
Damage Scaling Damage scaling refers to the fact that in some games, attacks or combos which would normally hit for a certain value will sometimes hit for less than normal damage, due to any number of reasons. In some games, as a combo gets longer, the game automatically scales down the damage each attack does. Also, sometimes starting a combo with a very fast move will force the damage on each hit that follows in the combo to be reduced.
Dash A dash is a movement which is both faster than normal movement and requires some sort of input more complex than simply holding one direction on the joystick. Dashes are executed in most fighting games by double-tapping the direction (such as forward, forward or back, back) [4]. Many types of dashes exist, depending on the game, such as air dashes, and some games even include special properties into dashes (Slayer from the Guilty Gear series is invulnerable during certain portions of his dash, for example). There are often variations on the basic dash, such as the crouchdash (executed from a crouching position) or wavedash (a type of dash in the Tekken series specific to certain characters), and in some games mastering the execution of a certain dash is pivotal to winning strategies. The Guilty Gear series is known for its unique graphics. ...
Tekken (éæ³, Iron Fist) is a series of fighting games developed and produced by Namco. ...
Deadly Rave A super move in which a player must press a series of buttons (traditionally, eight button presses and a quarter-circle move) after execution in order to complete the move. Each button press must be performed with precision timing. Named after the first such super combo of its kind, Geese Howard's (from Fatal Fury) Deadly Rave. Geese Howard (ã®ã¼ã¹ã»ãã¯ã¼ã) was the boss of all organized crime in the fictional city of Southtown in SNK Playmores Fatal Fury and Art of Fighting fighting game series. ...
Fatal Fury (é¤ç¼ä¼èª¬ or Garou Densetsu in Japan) is a fighting game series developed by SNK for the Neo-Geo system. ...
Death Trap A portion of an arena that can be used to instantly dispatch of an opponent. Examples include the cliffs and pits in the Soul Calibur series which may be used to obtain a "ring out", and the various death traps in Mortal Kombat: Deception. Soul Calibur is the second game in the Soul series of fighting games developed and produced by Namco, consisting of Soul Edge (Soul Blade in the US), Soul Calibur, Soul Calibur II, and Soul Calibur III. Originally an arcade game, Soul Calibur was ported and released for the Sega Dreamcast...
Mortal Kombat: Deception is the latest game in the controversial and bloody Mortal Kombat video game series by Midway. ...
Deep Hit A hard attack, usually airborne, that causes the attacker's sprite to overlap far into the target's sprite. This results in the attacker being sufficiently close to the target upon completing the attack to allow for the next hit to be part of a combo. While "deep hit/attack" is the original term coined by GamePro magazine, this is now often referred to as a "meaty" hit.
Desperation Move Initially used to describe moves that can only be performed when one's health was critically low, it has since expanded to include any super move [5]. It is often abbreviated to DM. This term is pretty much exclusive to SNK games, more particularly to The King Of Fighters and Fatal Fury, where it was a known feature to be able to perform unlimited supers when your energy bar was reduced to a point where it started to flash in red. The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
Fatal Fury (é¤ç¼ä¼èª¬ or Garou Densetsu in Japan) is a fighting game series developed by SNK for the Neo-Geo system. ...
An even more powerful version of a desperation move is called Super Desperation Move (frequently abbreviated into SDM), usually a crazier and far more powerful-looking version of a normal Desperation Move typically requiring either two or more (usually a maximum of three depending if it is cancelled from a special move or not) super stocks, and/or very low life, depending on the game. King of Fighters 96, 97, 98, 99, 2001 and 2002 featured both kinds of SDMs, one is the normal SDM which requires you to either be with your bar on MAX or in 2002, in "MAX Mode", or in some cases, a combination of the older feature of red bar (described above) and the power gauge system where you need to have both a power stock and your energy flashing red, and the other being Hidden SDM which adds low life as an additional requirement. Starting from King of Fighters 2003, SNK included another term: Leader Desperation Move (LDM), which is basically the same as SDM. However, unlike SDM which can be used by any character in previous King of Fighters games, only one out of three characters chosen in the team can use LDM (this character is called the leader). Since the bosses usually do not form teams, they are already capable of doing LDMs as well.
Double KO Both players are knocked out at the same time. Double KOs may give wins to both players or losses to both players, depending on the game. In The King Of Fighters it results in both characters being taken away from the fight and both of the next ones jumping in to continue the fight and if both KOed characters were the last ones, they are pitted against each other in a last round with only 25% of their energy and a full 60 seconds timer, if a Double KO occurs again, the game ends for both. In old Mortal Kombat games, it was a known trick to cause this to continue playing extra rounds. In the case of Guilty Gear, if wins to both players would result in the end of the match, a win is given to the player with the lesser number of wins only.) If there is a DKO on the final round of a match, some games, such as Soul Calibur, will require a sudden death round, in which the stage area is shorter. The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
Sudden death is a way of providing a winner for a sports contest which would otherwise end in a tie. ...
Also in Street Fighter III: 3rd Strike, If both players each have the same amount of wins and are in the final round, a DKO will incur a Judgement. In this case 2 of the 3 judges must turn over a "paddle" with your character's face on it for you to win the match. In Marvel vs Capcom 2, if a DKO happens during 1 player mode, you lose automaticaly.
Dragon Punch (DP) This is used to describe a few different things: - A motion in 2D fighting games consisting of moving the joystick in a forward, to down, then down-forward motion.
- Any other kind of move that is generally done with some sort of variation of the above motion, that mostly serves as an anti-air attack.
- Ryu's and Ken's trademark uppercut move from the Street Fighter games, done with the motion described above and any punch button. Also called Shoryuken in its native Japanese, or deep uppercut.
Ryu (ãªã¥ã¦ in Japanese) is a video game character created by Capcom, and is the protagonist of the majority of the games in the the Street Fighter series. ...
Ken Masters () is a video game character created by Capcom. ...
Dramatic Battle A type of match where two teams of characters are fighting each other, all of whom are fighting at the same time. The first instance of this was in the original Fatal Fury, the term is derived from the Street Fighter Alpha series.
Endurance Match An endurance match is a match where a limited amount of opponents must be defeated, one after another, on a single life bar. These matches are similar to survival matches, where a player continues to play until defeated (with the timer being reset after defeating an opponent), or time attacks, where a player continues to play until time runs out or is defeated. Unlike survival matches or time attacks, endurance matches are not one-round affairs, but are typical three-round matches. A dramatic endurance match is similar, but incorporates elements from dramatic battles. Endurance matches were first introduced in Mortal Kombat, where three such matches (each with a single character facing two characters) were played before facing the game's bosses. Flag Ship from the video game Gorf In video games, a boss (sometimes called a guardian or master) is a particularly large or difficult computer-controlled character that must be defeated at the end of a segment of a game, whether it be for a level, an episode, or the...
Enhanced Special Move A special move where attacks can increase in power by using power stored in a super move gauge. Also known as an ESpecial Move, EX Move, or an ES Move.
Fierce In the Street Figher series and related Capcom six-button fighters, a heavy punch.
Finish The method in which a player is knocked out. For example, a player knocked out by a special move is called a special finish. A dedicated special move that knocks out an opponent in spectacular fashion is called a finishing move. In Mortal Kombat, a finish is also the method of finishing your opponent with such a move when the match is won (also known as a fatality). A gory finishing move from Mortal Kombat A finishing move is a dedicated special attack used to knock out an enemy on the brink of defeat in a flashy and spectacular manner. ...
Sub-Zero performing a Head Rip fatality in Mortal Kombat 1 In the Mortal Kombat series of fighting games, a Fatality is a special finishing move that can be used against ones opponent at the end of the final match. ...
Footsies Also known as a ground game, a game of footsies consist of a set of high-priority pokes, safe blockstrings, good throw games, smart blocking and other such ground mix up that does not involve aerial attacks and jumping to deal damage. Footsies are mostly prevalent in 2D games. A strong ground game is generally considered more solid than a strong aerial game in a myriad of different games because of the presence of a safe method of blocking while on the floor and a simply bigger presence of options with which to mix up and deal damage.
Forward In the Street Figher series and related Capcom six-button fighters, a medium kick.
Four-button Fighter A type of fighting game controls that uses punch and kick buttons of two different strengths, typical of King of Fighters and other SNK fighting games. The King of Fighters (or KOF for short) is a fighting game series by SNK that debuted in 1994. ...
Four Fierce Combo Attributed to Guile from Street Fighter II, his lack of delay after executing a Sonic Boom allowed him to follow up with another attack that proved to be one of the most devastating and difficult combos in early Street Fighter II history. Fully executed, it drained 60% of an opponent's full lifebar. Guile is a video game character in Capcoms Street Fighter series of fighting games. ...
This combo was generally done once an opponent was dizzy to aid in setup: jumping FP (fierce punch), standing FP, sonic boom, FP backfist (-> FP). While there are actually only 3 punches, all 4 attacks can be done with only the Fierce Punch button. Expert players could add a Sonic Boom to the beginning of the combo, making it a 5-hit, 70% damage combination. Oftentimes, this combo also redizzied the opponent, making them vulnerable once again to a very potentially round-ending combo or attack. In the same vein, Ken had this ability as well after Street Fighter II: Champion Edition was released. His standing FP Shoryuken would hit twice, so a jumping FP and standing/crouching FP into a similar Shoryuken would deliver as much, if not more than Guile's combo.
Frame Advantage A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
Frames A frame is a single still picture on a display screen such as a television set or computer monitor. Fighting games generally run at a fixed 60 frames per second which means they show 60 still pictures every second to simulate motion. Thus, the time that a move takes to start, how long it is considered to actually be hitting and how long the character takes to recover immediately after the move can all be measured in frames. One frame is 1/60th of a second, so a move that takes 10 frames to start up equates to 1/6th of a second.
Free Cancels Also known as dokomademo cancels.Often making reference to the MAX Mode feature of The King Of Fighters 2002 that gives the player the ability to cancel normal, command and special moves into other command and special moves, Free Cancels are the term used to describe these cancels. Free Cancels work in the following manner: - Any Normal attack can be canceled into certain special moves (i.e. Kyo's far standing D into Dokugami).
- Any jumping Normal attack, Command or CD attack that hits or is blocked can be canceled into certain special moves (i.e. Kensou's jumping C into Ryuu Sougeki).
- Any normally uncancelable Normal, Command or CD attack can be canceled into certain special moves (i.e. Ramon's standing CD into Tiger Road).
- Any command attack can be canceled into certain special moves (i.e. Benimaru's Flying Drill into Kuuchuu Raijin Ken).
- Many special moves can be canceled into other special moves (i.e. Maxima's Double Bomber into Vapour Cannon).
Each time a Free Cancel is used, the character flashes white and a small amount of energy from the MAX timer is lost. Free canceling an attack into a command attack or (HS)DM is not possible (unless that attack is cancelable normally). It isn't possible to Free Cancel a special move into itself, although moves that can be done on the ground and in mid-air are an exception. For example, you could free cancel a (C) Psycho Sword into a mid-air Psycho Sword, or the ground Minutes Spike into the mid-air Minutes Spike. One advantage of using free cancels is that you can cancel moves that might lose their properties otherwise.
Guard Break The action of performing an attack which is blocked, but leaves the blocking player open to further attack. This usually happens when a character receives too many attacks from a defense position, thus losing the guarding status. It is also known as a guard crush. There can also be attacks that are meant to cause this effect. The first known instance of guard breaking was in the original Samurai Shodown, where continual blocking can actually cause one's weapon to break. Note: This article is specifically about the the original Samurai Shodown game. ...
- This is also the name of a popular glitch in Marvel vs. Capcom 2 in which a character is rendered unable to block in mid-air. In the game, when a character is considered to be in a "normal jump" (either a normal jump or coming into the screen after another character was defeated), the character can only block one attack. Therefore, any attack executed after the character is no longer blocking cannot be blocked.
Cable is especially notorious for this strategy and combining it with his Air Hyper Viper Beam (AHVB)
Guard Cancel The action of cancelling out of block stun with another move to counterattack [6]. An example of this is The King Of Fighters series, where many types of guard cancel techniques exist that immediately put you out of block stun and allow you to hit your opponent at the cost of some super gauge. The "CD Guard Cancel" allows you to knockdown your opponent breaking out of your blocking animation to land a CD attack that does little damage at the cost of 1 power bar (which is even cancelable in some cases and allows you to start combos), while the "Guard Cancel Emergency Evade" allows you to roll both backwards and forward to evade and punish the attacker if you time it when he's doing an attack whose recovery will leave him open after your evasion. In some other SNK games and also in some Street Fighter games you can break out of your defense using Specials, Super moves, Alpha Counters, and similar moves. Systems like Guilty Gear XX feature Dead Angle attacks, in which the blocking character presses forward and two buttons (besides Dust) to move out of block stun and attack to knock away the opponent (though a Dead Angle is blockable itself, and costs 50% tension). In some games this is the action of an attacking player to instantaneously stop the attack while it is in progress by using the guard button. This can be used many times to instantly go into other attacks without lag time.
Guard Meter A guard meter has two meanings. The most common is a gauge that drains as a player blocks attacks. When it completely drains, the player is guard crushed, and is vulnerable to attacks. In some games, the length of the guard meter may shrink after repeated guard crushes to the point where a character cannot block at all. Like low and overhead attacks, the guard meter serves as one of the many countermeasures to prevent turtling. However, in other games, such as Guilty Gear, a guard meter fills up as a player blocks attacks, and the higher it gets the more chip damage the player receives. The Guilty Gear series is known for its unique graphics. ...
Half Circle Backward (HCB) The act of moving the joystick from the forward position to the down position, then to the backward position, forming a half-circle.
Half Circle Forward (HCF) The act of moving the joystick from the back position to the down position, then to the forward position, forming a half-circle.
Hit Stun This refers to the amount of time of frames it takes you to recover after being hit by a certain attack. This, combined with recovery time, is what determines whether or not an attacker will have enough frame advantage after an attack to execute a link.
Hunter Chain This is a type of chain combo where: - any punch can combo into a kick of the same strength, and
- an attack of lower strength can be comboed into the subsequent attack of the next strength forming a chain.
The name is obtained from Night Warriors: Darkstalkers' Revenge (Vampire Hunter: Darkstalkers' Revenge in Japan). This is sometimes known as "the chain combo", and variations of this exist in many other games, the most common being a two-chain (where only the first applies), three-chain (where only the second applies), and the five-chain (where you cannot combo a punch of the highest strength to a kick of the highest strength). It's a most common feature in the crossover Series of X-Men and Marvel vs Street Fighter. Darkstalkers (Japanese: ã´ã¡ã³ãã¤ã¢, Vampire) is a fighting game series created by Capcom, where various mythical and fantastic monsters (as well as from horror fiction) fight each other. ...
Jab In the Street Figher series and related Capcom six-button fighters, a light punch.
Juggle A combo in which the victim is hit multiple times in midair. The move used to start the juggle is called a "launcher" or "floater." This was the second type of combo to ever appear in a fighting game, and first appeared in Mortal Kombat. In recent King of Fighters games, juggling is supported by another feature called wire.
Jump Installing Jump installing is a Guilty Gear term referring to an aspect of the engine that was originally a bug, but later became a feature. The idea is to press an upwards direction during a jump-cancelable move, but then cancel the attack into another attack instead of allowing the jump to occur. This "tricks" the engine into believing you are in an airborne-state. At the end of the attack string, if you end up in the air via an attack that would not normally allow you to do anything before you land, you will have all the options available to you that you'd normally have from a jump, such as air dashing or double jumping.
Life Also called "energy", "health", or "vitality", a character's life is how much more damage he can take, represented by a bar at the top of the screen, with the bar depleting inwards in most cases (Darkstalkers 3 being a notable exception). When a character's life bar is completely drained, the round is lost. Some games like Real Bout Fatal Fury, Samurai Showdown and Art of Fighting have a total life bar that is composed by two bars, one which is the classical yellow one and a red one. This feature is used to implement certain super gauge systems and other strategical details.
Link Linking moves is the act of performing a move with quick startup immediately after a move with quick recovery has connected while your opponent is still in hit stun, thus linking both attacks together into a combo.
Low Attack Quite simply, a low attack is an attack that must be blocked crouching. They are an integral part of mind games when mixed up with overhead attacks.
MAX Mode MAX Mode is a feature present in The King Of Fighters 2002, it is a mode which the player can "enter into" or activate. MAX mode costs one level of power gauge to activate (by pressing BC). When the player does this, the character will do a starting pose, then start to flash. During this time, a blue gauge appears above the Power Gauge and begins to slowly drain. Once it is empty, MAX mode ends. When it is activated, it becomes possible to cancel moves from normal, command and Special moves into Special moves, and even some Command Attacks. Hence, it is possible to cancel normally uncancelable moves into safer moves, Uppercut moves, and many other types of moves to surprise the opponent, attacking or defending yourself, or to create complex sequences of attacks. As for combos, it is also used to create combinations that otherwise wouldn't be possible, such as repeating one special move into another and canceling into the same previous move again to create a semi-infinite (which is prevented and limited by the bar that depletes from itself a certain quantity of bar energy whenever a move is cancelled). Certain attacks can only be canceled from initially and not into when in the middle of a combo or string of attacks. Also, to allow the player to activate MAX Mode dynamically, there is a feature called the Quick MAX Mode Activation, performed by pressing BC when one of your attacks hits or is blocked. Quick MAX Mode activation costs 2 levels to use. Quick MAX Activate offers the advantage of canceling instantaneously the animation of any Normal or Command attack, and eliminates its own MAX Mode startup animation. When the current attack is canceled, you can immediately attack your opponent after pressing BC, having the absolute freedom of continuing your movements and do anything that you want, from running forward to continue the combo, to jumping, to evading, etc. While in MAX mode, your attack power decreases. Only DMs do a normal amount of damage. Furthermore, you cannot earn Power Gauge energy while in MAX mode. You can perform a DM without losing any levels from the Power Gauge. You can also perform an SDM, which will only cost one level to use. If your Life Gauge is very low (to be exact, below 1/3rd of the total gauge length), you can use HSDMs as well, which have the same requirements as SDMs. In all of these cases, performing the (HS)DM will immediately end MAX mode.
Mind Games Mind games are described as the use of psychology to maximize one's chances of winning. A big part of mind games is archetyping, dissecting the way an opponent plays and then immediately gearing oneself to prepare an effective counter strategy, as well as a great deal of other tactics that take advantage of the amount of predictability present within an opponent. Mind games generally used within fighting games can include: - Training an opponent into doing a certain move in response to something, then baiting that response to punish.
- Putting forward an incredible rushdown game and then suddenly shifting gears at the least expected moment, and viceversa.
Mix Up Mix up is essentially the art of unpredictability. In 2D fighting games such as Street Fighter, it involves mixing up Low attacks and Overhead attacks coupled with Throw attacks, in The King Of Fighters, the basic things already mentioned before accompanied with greater mobility, quick rushdowns, complex attack sequences and evasive movements to put your opponent in a situation where he must guess your next move. When used in a pressure string, mix up can allow a player to connect a combo or score a knockdown to continue the pressure if his opponent fails to correctly guess what to do, how to evade/counterattack or where to block. Mix up can also refer to the strategy of entering poses or stances which have multiple moves with different attack properties available to them, such as Lei Wulong's animal kung-fu arts. The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
Lei Wulong is a video game character from the Tekken fighting game series. ...
Negative Edge An advanced technique of performing two separate attacks with a single button press. Some games acknowledge pressing of an attack button down and then releasing it as two separate actions if done slow enough. This allows certain players to perform otherwise timing-critical combos with more ease.
Normal move A normal move is any attack performed using a single button press, without moving the joystick and usually without being in midair.
OCV (also Straight) Abbreviation for One Character Victory. It is used to refer when a person wins a team based fighting game by only using one character on their team (like in The King Of Fighters, or tag games like Tekken Tag Tournament or Marvel vs Capcom. Since the one character doesn't necessarily regain all of his or her energy after defeating an opponent, and has been able to defeat the whole team of the other player by himself, this type of victory indicates a very decisive win The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
Tekken Tag Tournament is the fourth installment in the popular Tekken fighting game series. ...
. Marvel vs. ...
Okizeme Okizeme is the art of putting pressure on a rising or grounded opponent. This is often done by putting an opponent in a situation in which he must immediately block, often with a new string of attacks or a projectile. This term and the techniques effectiveness is much more prevalent in the world of 3d fighters, which generally allow characters to attack downed opponents, something minimally found in 2d fighters. In 2d fighters, an opponent can't generally be attacked while knocked down, and can rise and immediately theoretically counter or block any move, making okizeme more of a psychological concept, known instead as wake-up game.
Option Select Option select is a term used for any property of a particular fighting game where the player can perform a certain ambiguous action and the computer (most often times through a "glitch" or an overlooked feature) will choose the move that is in the best interest in the player to occur from a few options. The exact nature of the required action or result is dependent on the flaw. For example, in Virtua Fighter 3 it was possible to do an action for both a block and a throw, and if the throw would have successfully captured the opponent it would do that, otherwise it would do a block. Virtua Fighter is a 1993 fighting game developed by the Sega studio AM2, headed by Yu Suzuki. ...
Overhead Attack An overhead attack is an attack (normally a command move) that hits players who are crouching and blocking, and must be blocked standing. It is among one of many countermeasures to deter turtling. Because of the nature of the attack, many attacks done from the air are overhead attacks. Therefore, this term is usually used within the context of a ground attack. Examples of overhead attacks include Kyo Kusanagi's Ge Shiki: Gou Fu You (Foreign Style: Thunder Axe Positive), Ryu's overhead punch, Ky Kiske's Greed Saber and Terry Bogard's Hammer Punch. Some games, such as the Soul Calibur series, have a "mid"-level attack (in addition to high and low attacks) that serves the same purpose. Kyo Kusanagi (èè 京 Kusanagi KyÅ) is one of the main characters of SNK Playmores King of Fighters series. ...
Ky Kiske is a character in the Guilty Gear fighting game series, having appeared in every game to date. ...
Terry Bogard (ããªã¼ã»ãã¬ã¼ã) is a video game character created by SNK, and is the main character of the Fatal Fury series. ...
Soul Calibur is the second game in the Soul series of fighting games developed and produced by Namco, consisting of Soul Edge (Soul Blade in the US), Soul Calibur, Soul Calibur II, and Soul Calibur III. Originally an arcade game, Soul Calibur was ported and released for the Sega Dreamcast...
In some games, these attacks are cancelable and comboable into special or super moves, or even cancelable into special features of the gameplay system, like The King Of Fighters 2002's MAX Mode, which can be used to cancel the animation of these moves as soon as they hit to run and start a normal combo into any thing.
Parry A Parry is a move that deflects an incoming attack. This differs from a block in that parries specifically require a command input (with the exception of an auto-parry). Parries usually result in some sort of reward if pulled off successfully - either leaving the attacking character at a frame disadvantage (leaving them open for attack for a short time), or adding to the defending character's lifebar or super meter. A feature created and seen for the first time in SNK's World Heroes 2, and later adopted in games like Street Fighter III as an integral part of its system. Some parries (such as in Street Fighter Alpha 2) actually interrupt an attack and immediately counterattack. This is known as an Alpha Counter in the aforementioned game. In some games, certain characters are able to auto-parry - that is, performing a certain move, entering into a certain stance or mode will automatically parry specific attacks or those that the attack is meant to parry, such as Ryo's Joudan Uke, which comes accompanied with Invincibility. This greatly contributes to the mindgames of certain games like Street Fighter, a game that favors zoning instead of mobility.
Poke A poke is generally an attack that is done to hit an opponent from just about the maximum range that specific move will allow, generally done as a single attack to generally accomplish any of the following things (sometimes more than one): to stuff an opponent's current attack, even one of their own pokes; to create distance between the two players; to deal "safe", unpunishable damage.
Pressure Pressure involves using a sequence of attacks to keep an opponent on the defensive and often involves okizeme and mix up tactics. The purpose of pressure is to keep an enemy from effectively attacking back until they make a mistake, usually allowing for a damaging command move or combo to be performed. Pressure tactic usually makes use of guard crush.
Priority A descriptive measure of an attack's capacity to override an opponent's moves. If a high-priority move is used the same time the opponent uses a low-priority move, the high-priority move will do damage while the other will not. This term is usually applied to games where there is a possible discrepancy between what a move visibly shows occurring and which player actually takes damage.
Punish Attacking an opponent who is recovering from performing an attack. It is, of course, easier to "punish" whiffed attacks, as well as attacks that have high recovery time.
Pursuit Attack An attack that hits a character who is lying down on the ground. A combo that contains, but does not end with, a pursuit attack is known as an off-the-ground combo, or simply OTG.
Quarter Circle Back (QCB) The act of moving the joystick from the downward position to the direction that makes your character move backwards, forming a 90 degree angle, or quarter circle.
Quarter Circle Forward (QCF) The act of moving the joystick from the downward position to the direction that makes your character move forward, forming a 90 degree angle, or quarter circle. Sometimes referred to as a "Fireball Motion", as it is commonly used to perform a character's projectile attack.
Rage Gauge The rage gauge is a super move gauge where the only way to gain energy is to get hit. It was introduced, and most commonly used, in the Samurai Shodown series of games. Because of the way power in the gauge is obtained, the rage gauge typically gives many bonuses when completely filled up. For example, characters typically deal significantly more damage when the rage gauge is full. However, this gauge often has drawbacks: it is not uncommon for the gauge automatically empty after a certain period of time (when the rage starts to "cools off"), or at the start of every round. The rage gauge was originally designed as a variation of a super move gauge: the first Samurai Shodown game did not have super moves, but did allow a player to deal substantially more damage when his "rage gauge" was high". Also featured in "Capcom v. SNK 2" as the K-Groove gauge.
Recovery The time or frames it takes for a character to return to a neutral state after the frames in which the attack actually hits have passed. The shorter the time, the better.
Red Parry Exclusive to Street Fighter III: 3rd Strike, a red parry is any parry done while in block stun. Because the stick must return to neutral before you can parry again, the timing window is much more precise than a standard parry. No additional benefits are given for executing this move outside of the benefits normally given for a parry, although there are some cases where it can be used to gravely punish a very predictable opponent. The move is otherwise extremely risky even for advanced players. Your character flashes a reddish-orange color instead of the standard blue when red parrying. Street Fighter III is a fighting game produced by Capcom, released in 1997 on Capcoms CPS-3 hardware, which is a continuation of the famous Street Fighter series. ...
Repel Term used in the Last Blade games, whose command is D or forward/down-forward+D. A repel reverses an opponent's attack and gives the chance to counter with an attack/combo of choice. This way, the player not only can avoid getting hit but also punish the opponent for attacking.
Reversal A move that is done at what the game considers the optimal time necessary to take advantage of both the move's invincibility frames or priority for the best possible outcome. The timing window for such moves is generally small. An example of this is present in Street Fighter, where a move done at the first possible frame on wake up is considered to have "reversal timing". The Dragon Punch is a popular move to use as a reversal. Reversals can also refer to moves specifically designed to be used while the opponent is attacking, but do no damage on their own - i.e., if the opponent attacks during the active frames of the reversal within sufficient range of the player's character, an automatic counterattack will be launched. The most prominent and known example of this is Kyo Kusanagi's Nue Tsumi (Style No. 902: Clipping Chimera), another one is Blue Mary's Mary Reverse Facelock and (for short) M. Head Buster (that can even be comboed into special and super moves, as it has juggle capabilities, further expanding on the concept). An easier way to think of this form of reversal is a throw that only deals damage if the opponent attempts to attack while it is active. This kind of move is more common in SNK games and in 3D fighters, where they can also be known simply as "counters", and this form of reversal differs from parries in that parries do no damage - they simply interrupt an opponent's attack. Some games offer command options for escaping a reversal (and thus negating the damage from it), though the complexity of the escape varies wildly. Kyo Kusanagi (èè 京 Kusanagi KyÅ) is one of the main characters of SNK Playmores King of Fighters series. ...
Mary Ryan (a. ...
Ring Out A victory achieved by sending the opponent out of the ring or fighting arena; these are usually only found in 3D fighting games. This is usually the only way to KO an opponent in the Super Smash Bros. series. Super Smash Bros. ...
Rolling Rolling is a gameplay feature found in some SNK games, and is an important part of the engine in The King Of Fighters [7]. The entire concept behind Rolling is to evade the opponent either by Rolling forward when you know that his attack will have a slower recovery time than your roll so you can punish it with frame advantage (players can also calculate the timing of the roll to reach the opponent's back before his attack finishes, even if it is an attack that is normally thought to be "safe", anticipating his movements) or by Rolling backwards to prevent any dangerous attacks from him and neutralize any poking attempts. The Rolling moves (otherwise referred to as the "Emergency Evade") can be used by themselves, or while blocking an attack. You are immune to attack as the Roll begins, but you can be attacked while recovering from the Roll (before you have a chance to block). Throws of any kind can grab characters out of a Roll at anytime. The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
A third type of roll was added in The King Of Fighters 2002, the "Quick Emergency Evade." Basically, what it allows you to do is cancel any normal attack, command attack, or Blow Away Attack (CD Attack) into a forward roll, successfully adding another mind game that comes in effect when the opponent tries to knock you down with a Guard Cancel CD Attack. While he spends one power gauge to perform this CD attack to knock you out of any sequences or strings of attack that you may be doing, you can spend one power gauge yourself to evade his Guard Cancel CD Attack by rolling forward, which leaves him open to your attacks. It can be used even if the attack is not cancelable, or before the attack even hits. Canceling a roll in this manner will cost 1 level of Power Gauge, even if the character is in MAX Mode.
Roll Cancel In Capcom vs. SNK 2, roll cancelling is the ability to cancel a roll into a special attack. This changes the roll "animation" into that of a special attack, but the engine does not re-evaluate the invincibility frames from the roll. This means that for the first 21-23 frames of your special (about 1/3rd of a second), you are completely invincible. It has been suggested that Capcom vs. ...
Roundhouse Screenshot of Street Fighter (arcade version). ...
Rushdown The complete opposite of turtling, a rushdown style is considered to be completely offensive, often using a huge variety of mix up, pressure and mind games to force an opponent into a suboptimal defensive situation, seeking to create openings and watch for sudden mistakes to capitalize with proper, devastating punishment. Because of its overtly offensive, flashy nature, rushdown is generally considered to be a very entertaining -- if risky -- style of fighting. The King Of Fighters is a game acknowledged for having a universal system of movements that allow an evolved form of rushdowns. The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
Run Running, as it literally means, is the act of approaching your opponent through continuous movement much like Jumping, but unlike it, Running lets you travel through the ground. Thus, considering this, it could be said that it is the opposite of the act of Jumping, since it uses the opposite direction to approach the opponent. The game that most prominently established the maneuver of Running for the first time was The King Of Fighters, more precisely The King Of Fighters '96, when the game earned a completely new system that changed the typical lack of mobility to maneuver through the screen of old games with more primitive systems of movement. Instead of only walking forward, when the player could just jump instead for added mobility in Street Fighter, the Run came into scene to complement Jumps, effectively giving a better notion of mobility that contradicts the often aerial advancement that characterized games of the past. Other games then, such as SNK's own Samurai Showdown and later Guilty Gear implemented this feature. The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
Screenshot of Street Fighter (arcade version). ...
Look up run in Wiktionary, the free dictionary. ...
By Running a player can: - Approach the opponent quickly but sticking to the ground
- Stop at any moment, with freedom to block, to do a Low Attack, an Overhead Attack, a Throw, and any other type of movement such as Jumping or Rolling to evade, retreating, etc.
- When timed well, it can be used to anticipate the opponent's movements by running and attacking (when they attack or try to jump)
- Accompained with backsteps, it can be used for zoning.
- When a player does a Jump, it can actually pass below it, end in the back of a player, and the Running character can then turn and attack the opponent in the back, successfully punishing them for jumping.
Scrub A derogative term, mostly synonymous with "loser." It is usually used to indicate a player whose skill level is low or who is deemed to simply be unable to win. Scrubs are usually either beginners to their chosen game, players who simply lack the raw skill to succeed (though they may have a high understanding of advanced play), and players who are not willing to advance their tactics. Members of the last group are commonly not willing to learn, not able to adapt to high-level play, and often complain about losing to "cheap" tactics. Other types of scrubs includes people who are more interested in the aesthetics of how to play a beautiful game rather than how to play a winning game. e.g. They may be lose because they are preoccupied with ending the match with a certain special move. Hence their opinion that someone who wins regardless of the tactics may be "cheap."
Short In the Street Fighter series and related Capcom six-button fighters, a light kick. Capcom (ã«ãã³ã³ in Japanese) TYO: 9697 is a leading Japanese developer and publisher of computer and video games. ...
Short Jump A Short Jump or a Small Jump, even known sometimes as Hops is a concept characteristic of The King Of Fighters, which was introduced in The King Of Fighters '96 along with the Run and the Roll, later included in games such as Real Bout Fatal Fury, Street Fighter III (in the form of Universal Overheads), Garou: Mark of the wolves and Guilty Gear [8]. A Short Jump, performed by tapping Up lightly and releasing the directional instantly, is obviously a shorter version of a normal Jump, with a lesser degree of elevation and a faster falldown. It is, in every sense, a quicker jump that allows the following: The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
Look up run in Wiktionary, the free dictionary. ...
Look up roll in Wiktionary, the free dictionary. ...
- Elevation from the ground to evade low attacks and ground fireballs
- Because it falls faster than a normal Jump, when timed right, it can be used not only to evade but also to punish sweeps.
- Aerial rushdown due to the quicker recovery
- Faster and more effective mind games of different degrees of rhythm through alternation with Runs, Short Jumps and normal Jumps
- More safety in jumping
Shotokan Character a.k.a. Shotoclone, or just Shoto. A character whose primary moves involve a projectile and an uppercut attack. Named after the supposed fighting style of Ryu and Ken from Street Fighter.
Six-button Fighter A type of fighting game controls that uses punch and kick attack buttons of three different strengths, much like that of Street Fighter.
SNK Boss Syndrome SNK Boss Syndrome is a term use to describe the abnormal level of difficulty of the bosses in certain fighting games, especially games made by SNK. Bosses suffering from SNK Boss Syndrome have these characteristics: Flag Ship from the video game Gorf In video games, a boss (sometimes called a guardian or master) is a particularly large or difficult computer-controlled character that must be defeated at the end of a segment of a game, whether it be for a level, an episode, or the...
- Their moves have very high priority, very high damage or amount of hits, very wide range (including full-screen) and occasionally special features such as unblockability and auto-guard.
- They often have great endurance, either because of their unusually longer life bar or their defense (in that they take less damage than normal characters).
- Their speed, both in movement and in attacks, are usually above every other character in the game. One of the most well known occurrences is during the final boss fight with M. Bison in the Street Fighter series.
- Their AI pattern is usually less advanced than most normal enemies, supposedly to 'compensate' their high capability of doing damage.
The King of Fighters XI adds one more symptom to this syndrome: - Whenever a fighter hits an opponent, a pointer moves towards the attacking fighter, giving them some sort of advantage point. When a boss hits a player however, the advantage they get is far greater than the advantage taken by normal players/enemies. Since the one with greater advantage points will win upon time out, this makes beating bosses via time out in this game near impossible.
Special Move A move is simply a fighting technique such as a kick or a throw. Each character usually has many moves, each performed by a different combination of joystick movements and/or button presses. A special move is a unique, sometimes difficult-to-perform move that often has an exaggerated or supernatural effect. The majority of the games also include super moves, powerful but costly special moves.
Startup The time or frames it takes for a character to enter a state in which the attack actually hits after leaving its neutral state. The shorter the time, the better.
String A sequence of attacks. Usually used to refer to strings that aren't combos. This term is used both in 3D fighting games to refer to sequences of attacks that execute much faster sequentially than if done out of sequence, and in 2D fighting games is mostly used to describe a sequence of pokes done to force someone to continue blocking to create safe distance (this is better known as a blockstring). Some 2D games (or 2D game players) misuse the term when naming chain combos as strings (generally, precanned strings or canned strings).
Strong In the Street Fighter and related Capcom six-button fighters, a medium punch or kick. Screenshot of Street Fighter (arcade version). ...
Stuffing Stuffing an opponent's attack refers to the act of using a move to stop or beat an opponent's move, such as beating out an opponent's poke with a higher priority poke. This does not necessarily mean using a higher priority attack (for example, in The King Of Fighters, the act of using a Weak Attack to trade hits with an anti air move or in Street Fighter III Chun-Li's Houyokusen Super can be stuffed in the beginning by throwing out a very quick, low poke, such as a crouching light kick). The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
Street Fighter III is a fighting game produced by Capcom, released in 1997 on Capcoms CPS-3 hardware, which is a continuation of the famous Street Fighter series. ...
Chun-Li (春麗) is a video game character created by Capcom. ...
Stun - A temporary state of helplessness caused by taking a lot of damage quickly. The opponent is usually guaranteed a free hit. Also called daze or dizzy.
- Block stun: a short frozen state after blocking a move or performing a blocked move.
- Hit stun: a short frozen state after being hit.
Summon A special command move that temporarily calls an object, character or creature onscreen that performs a variety of actions - dealing damage to the opponent, absorbing damage for the player or restoring the health of the character. Character summons are usually referred to as Assists, whereas creature and object summons are more properly thought of as projectile attacks (see Dizzy). Examples of summons can be seen throughout the fighting game world, but are more common in the SNK world where inactive characters on the player's team can be called in to assist a limited number of times per match. Dizzy, as shown in Guilty Gear XX: The Midnight Carnival. ...
Super Canceling Super cancelling is the act of canceling a Special move into a Super Move, and it is a feature found in The King Of Fighters 99, 2000, 2001, 2002, 2003, Neowave and XI, original from Street Fighter EX. In The King Of Fighters, the character will flash white as soon as the cancel occurs to provide confirmation of its success. The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
In order to perform a super cancel, a spare level of Power Gauge energy is needed to expend. This means that super canceling into a Desperation Move or Super Desperation Move actually costs two levels of power. Also, you can only supercancel into moves that hit or are blocked: you can't supercancel from a missed attack. In The King Of Fighters 2002 some characters can cancel uncancelable moves directly into (HS)DMs. This is not considered supercanceling, as you only lose Power Gauge levels for the (HS)DM used, and not the act of canceling. Examples include Kula and K's One Inch, Maxima's Mongolian and Blue Mary's Hammer Arch. Also, characters with "button-press" (S)DMs (like Mary's Dynamite Swing, or May Lee's Disposition Frog) or even HSDMs, (like Mai's Kubi no Kitsune), can cancel out of any uncancelable normal attack or command attack. For example, you could cancel the 2nd hit of the Benitsuru no Mai (which is uncancelable even if canceled into) into the Kubi no Kitsune. The same would apply to Mary's far standing D canceled into the Dynamite Swing.
Super Combo and Super Combo Guage See: Combo (computer and video games) Liu Kang after performing a 7-hit combo on Scorpion in Ultimate Mortal Kombat 3. ...
Super Stock A unit of measurement in a super gauge; one or more stocks are used when performing a super move. A stock gauge is a gauge where a sometimes visual, sometimes numerical indicator exists to indicate the number of stocks collected. A levelled gauge is a gauge where a portion of the super moves gauge represents a super stock. Super stocks allow players to use super moves and other moves requiring super gauge power such as evasion, counterattacking, etc.
Survival Battle A type of match where a player must defeat as many opponents as possible (using the same life bar) before being knocked out. In most instances, some life is recovered before the next opponent is fought.
Tag In games that allow the player to select multiple characters at a time, Tagging refers to the act of switching between those characters mid-round. In The King Of Fighters XI, there are multiple tagging instances, such as tagging out to save your character's life (although none is recovered when he's resting), to bring in your Leader partner, to save yourself from a lenghty combo with an emergency maneuver, or to cancel one of your own attacks in the middle of the animation to bring in another character and create longer combos. Some games, such as Marvel vs Capcom 2, include some sort of attack from the tagged-in character to cover the tagged-out character's escape, while others such as Tekken Tag Tournament leave the entering and exiting characters vulnerable and require careful timing. In most games that include the tagging feature, inactive (offscreen) characters can slowly regenerate health, though this is usually limited to a section of the life bar colored red - i.e., most games will not allow an inactive character to completely regenerate all of their health. In the Dead Or Alive series, many of the throw attacks when used in Tag Mode will bring in the Tag Partner for a special, extra damaging attack involving both characters if the two have similar fighting styles. The partner who came in for the attack will then remain while the other leaves. ...
Tekken Tag Tournament is the fourth installment in the popular Tekken fighting game series. ...
Dead or Alive (DOA) is a video game series produced by Tecmo that is comprised primarily of fighting games. ...
Taunt A taunt (chouhatsu in its native Japanese) is a move that generally has little to no offensive use, its entire purpose mainly to mock your opponent. Different games, however, may have taunts that may be used in offensive situations or as tactics. Of note are many different SNK games such as the Art of Fighting series and some earlier versions of The King of Fighters, where taunting decreases your opponent's special gauge or super move gauge. In other editions of The King Of Fighters, they can be canceled into anything from normal to super moves, and are used to bait your opponent. In the Strikers era, it is used to replenish one stock of your Striker's bar. Other games, such as Street Fighter III: 3rd Strike, feature taunts that may give certain properties and enhancements to characters when utilized. Of note in this game is Q, whose defense increases drastically every time he taunts, maxing out at 3 taunts, thus making taunting an integral part of his gameplan. In Tekken Tag Tournament, Bryan Fury possessed a combo in which he dealt a small amount of damage with his taunt, and most of his more devastating combos in Tekken 4 begin from a taunt. Recent entries in the Mortal Kombat series feature taunts for some fighters which serve to replenish some of the fighter's health. Art of Fighting (é¾èã®æ³: RyÅ«ko no Ken, in Japan and in video game music archives), or AOF (or RnK in video game music archives) for short, is a fighting game series created by SNK. It is one of the many SNK series that ties into The King of Fighters. ...
The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
Q in Street Fighter III: 3rd Strike. ...
Tekken (éæ³, Iron Fist) is a series of fighting games developed and produced by Namco. ...
Bryan Fury is a video game character from the Tekken fighting game series. ...
Tekken 4 is the fifth installment in the popular Tekken video game franchise, and was the second in the Tekken series for the PlayStation 2. ...
Dan from the Street Fighter Alpha series, is known for being both a low tier character in almost every game he is in, and for having a multitude of taunts to do in the air, ground, floor, rolling, and even as a super combo. Dan Hibiki (ç«å¼ å¼¾: Hibiki Dan), is a character from Capcoms Street Fighter series of fighting games. ...
On the other side, Ryuji Yamazaki from the Fatal Fury and King of Fighters series has a couple of moves, one in which he first taunts the opponent, offering a free hit. When the opponent complies he or she is counter-attacked. The other one is a delayed attack that is simulates a taunt when the attack button is held. Luigi of Super Smash Brothers also has a 'useable taunt'; his ground kick can (under extremely rare circumstances) deal a point of damage and knockback to an oncoming foe. Kliff Undersn, a character from the Guilty Gear series, has a taunt that works as a projectile attack. The Guilty Gear series is known for its unique graphics. ...
Guilty Gear also has two different forms of taunt: a standard Taunt in which the character mocks his/her opponent, and a Respect, in which the character instead compliments the opponent. The gameplay difference is that Respect can be cancelled at any time, into any move or jump (allowing Mind Games to be played if the opponent doesn't recognize it), whereas Taunt stops the character from doing anything for a few seconds. The Guilty Gear series is known for its unique graphics. ...
Throws Throws are block defeating moves that usually involve pressing an attack button and occasionally a direction at extremely close range. A predefined animation typically plays that ends up with the opponent taking a reasonably significant amount of damage. This can be used to punish turtlers or add to mix up. It is possible, in some games, to either minimize or negate a throw, usually done by throwing back as soon as one is thrown. Tick Throw: Tick throwing is a technique that involves tricking your opponent into getting thrown, such as dropping your attack in the middle of a pressure string and then throwing then opponent who is still expecting to block, or using a move with low recovery and startup to force your opponent into blockstun to give them a very small gap of time in which to counteract the actual throw. Tick throwing is also often used during okizeme, where an opponent will often have to rise in a defending position and usually will not try to attack. The attacker can then simply walk forward and throw. Command Throw: Similar to a command move, command throws are moves that require motion and button sequence to achieve and is usually unique to the character. These throws typically do not come out as fast as normal throws or are harder to perform (such as requiring a 360 motion), but usually either yield higher damage or the possibility for a follow up combo. To solve this problem, The King Of Fighters was the first game to introduce simple motions for throws and special throws, usually Hcf, Hcb, or for some of them that had extra properties (such as Iori's Kuzu Kaze, which leaves the opponent open to any attack after switching sides with him) with an added direction like Fwd then Hcf, Hcb then forward, or viceversa, simplifying the player's life and making them far more practical for real fights. Super versions of these moves are often the same motions twice, or sometimes completely different ones. Command throws are generally inescapable if they connect. The King of Fighters (or KOF for short) is a Japanese fighting video game series by SNK that debuted in 1994. ...
3D fighting games usually include a multitude of Command Throws (instead of the normal definition of Throw, above) which ARE escapable, but the complexity of the escape command required differs from game to game - in the Virtua Fighter series, for example, throw escapes are rare, whereas in the Tekken series it's often possible for a player to mash their way out of a throw. Virtua Fighter is a 1993 fighting game developed by the Sega studio AM2, headed by Yu Suzuki. ...
Tekken (éæ³, Iron Fist) is a series of fighting games developed and produced by Namco. ...
Tier A relative measure of a selectable character's inherent (or, sometimes through engine bugs) attributes; generally this refers to high-level play found in organized tournaments. Top Tier characters are those whose attributes are seen as the greatest, and are the characters most often used in tournaments. Low Tier characters, on the other hand, are those whose attributes are seen as the worst, and thus take the most amount of effort to be used properly to be able to win and may not even be viable in tournament play at all.
Tiger Knee Certain aerial moves in some games can be tiger kneed. Originally what was a glitch of sorts seems to be an intentional addition to most new games. Tiger kneeing allows air moves to be performed on the ground or extremely close to it. This is done, usually, by performing the required attack motion and quickly pressing up as well as the necessary button, causing the move to go off as soon as the character leaves the ground. The term comes from Sagat, whose Tiger Knee required a Down to Up motion. Sagat is a boss character from the early editions of Capcoms Street Fighter fighting game series. ...
Time Killer A player who intentionally runs down the clock for the whole round the moment a lifebar advantage is gained. No single technique is employed to play keep-away, but turtling and pressure are the two most often, and easy, ways to do this.
Time Over Typically, players have about a minute or 99 seconds to try to knock each other out. If time runs out before one player KOs the other player, the player who has done the most overall damage wins the round. In the rare event that both fighters have the exact amount of health at Time Over, the match is usually declared a draw. In King of Fighters XI, when a time out occurs, winner is no longer determined by amount of Life Gauge left anymore, instead, a judging system determines which party is worthy of the victory, who usually is the one doing more hits and combos. This however, is abused by the game to worsen the SNK Boss Syndrome, in that even when the bosses do minimal damage, they are immediately favoured by the judging system by leaps and bounds, thus unlike the previous King of Fighters games, beating a boss via Time Out in this game is practically impossible.
Turtling The act of staying in a defensive stance for most or all of the match, only attacking when the opponent misses or with a reversal move. Usually done when far ahead in the match and running low on time. This strategy is generally looked down on by fighting game aficionados as it can be quite boring to watch and frustrating to fight against, but competitive fighting game aficionados pride themselves on not looking down on the use of any particular tactic, as long as it can be used to win. Turtling is also used in games which involve high punishing reversal or counter systems. Gamers turtle to wait for an attack open to reversals and claim the opertunity. Turtling is also used if a move can drain energy over time, such as an impale in Mortal Kombat: Deadly Alliance
Victory Symbols Victory Symbols are usually seen in Capcom games. Each symbol represents a different type of victory; some good, some bad. Here's a list of them: - Cherry-Victory by weak attack (Jab or Short).
- Cheese-Victory by block damage.
- Lasso-Victory by Command Throw.
- Hourglass-Victory by Time Over.
- "C"-Victory by Chip Damage (equivalent of Cheese)
- "V"-Victory by Normal Attacks (not including weak attacks, special attacks, or throws)
- "A" (Street Fighter) -Victory by Alpha Counter
- "A" (Marvel)-Victory by Air Combo
- "S"-Victory by Special Move
- "SC"-Cheap Victory by means of Special or Super Moves (see "C" and Cheese)
- "S*"-Victory by Level 1 Super
- "S**"-Victory by Level 2 Super
- "S***"-Victory by MAX Level 3 Super
- "X"-Victory by use of X-Power (Supers in "X-Men Children of the Atom")
- Lemniscate (or Infinity Symbol) -Victory by use of Infinity Combo (Supers in "Marvel Super Heroes")
- "P" (Perfect) - This means you've taken no damage and defeated your opponent
- Hand Shake-Victory by Tag Team Attack (Seen in the VS series)
Species Several, including: Prunus apetala Prunus avium(Wild Cherry) Prunus campanulata Prunus canescens Prunus cerasus(Sour Cherry) Prunus concinna Prunus conradinae Prunus dielsiana Prunus emarginata(Bitter Cherry) Prunus fruticosa Prunus incisa Prunus litigiosa Prunus mahaleb(Saint Lucie Cherry) Prunus maximowiczii Prunus nipponica Prunus pensylvanica(Pin Cherry) Prunus pilosiuscula Prunus rufa...
Cheese is a food made from the curdled milk of cows, goats, sheep, or other mammals. ...
A lasso is a loop of rope that is designed to be thrown around a target and tighten when pulled. ...
Hourglass in wooden stand An hourglass, also known as a sandglass or sand timer, is a device for the measurement of time. ...
A lemniscate In mathematics, a lemniscate is a type of curve described by a Cartesian equation of the form: Graphing this equation produces a curve similar to . ...
Wakeup The frames in which a character is considered to be standing up from the floor. In 2D games, the character waking up is generally invincible, as opposed to in 3D games, where characters waking up may still be vulnerable to attack. 3D games usually contain Wakup game. This refers to the ability to use tech roles (roll toward or away from opponent) delays (stay on ground) and get up attacks (wakeup kicks are common).
Wavedash A term usually restricted to the Tekken series of 3D fighters. Wavedashing is accomplished when a character successfully links one crouch dash into another, named so for the bobbing motion this produces in a player character. The primary notoriety of this technique originates from the Mishima family - Jin, Heihachi and to a lesser extent Kazuya - in Tekken Tag Tournament, where wavedashing by a skilled player using those characters was one of the more frustrating tactics to play against. Many considered the tactic almost unbeatable, as wavedashing allowed for rapidly closing on the opponent, automatically parrying most low attacks and preparing the character to unleash a lightning fast signature attack known as the Wave God Fist, a mid-hitting launcher that dealt respectable damage on its own and led into several devastating juggles. Attempting to poke a wavedashing character often resulted in failure due to the Wave Godfist's extreme speed and priority, and attempting to simply block it would usually result in being tripped (All Mishima characters have some variation or other of the Hell Sweep from a crouch dash). Blocking low to block the trip would leave the defending player vulnerable to the Wave Godfist. All of this combined to make the wavedash a very rapid mindgame that was difficult to counter. Other characters in the Tekken series have proven to be capable of limited wavedashing through complicated (and often glitchy) commands that most likely weren't intended by the programmers, but none of these come close to the effectiveness of the Mishima Wavedash. Since Tekken Tag, most of the Mishima characters no longer possess the ability to abuse the crouch dash system. Tekken (éæ³, Iron Fist) is a series of fighting games developed and produced by Namco. ...
Jin Kazama (Shares the first given Kanji as his Great-Grandfather, Jinpachi Mishima) is a character in the Tekken fighting game series. ...
Heihachi Mishima (ä¸å³¶ å¹³å
«, Mishima Heihachi) is a character in the Tekken fighting game series. ...
Kazuya Mishima (ä¸å³¶ ä¸å
«, Mishima Kazuya) is a character in the Tekken fighting game series. ...
Tekken Tag Tournament is the fourth installment in the popular Tekken fighting game series. ...
Tekken (éæ³, Iron Fist) is a series of fighting games developed and produced by Namco. ...
Tekken Tag Tournament is the fourth installment in the popular Tekken fighting game series. ...
A form of wavedashing is possible in Nintendo's Super Smash Bros. Melee. Super Smash Bros. ...
Weapons Fighter A fighting game where most or all characters have weapons, and there are gameplay rules that involve these weapons (such as how to disarm and rearm weapons). The first high-profile example of this was the Samurai Shodown series, but the more common modern example is Soul Calibur, as all of the fighters are armed with melee weapons (tonfa, longswords, katana, quarterstaff, katars, etc). Samurai Shodown (Samurai Spirits in Japan), or SS for short, is the name of a fighting game series by SNK. It is considered to be the premier 2D weapons fighter, and is one of the best-known video games created by SNK. This series also started SNKs reputation for...
Tonfa The tonfa, also known as tong fa or tuifa, is an Okinawan weapon from which the modern side-handled police baton is derived. ...
Swiss longsword, 15th or early 16th century (Morges museum) The late medieval longsword, also referred to as bastard-sword or hand-and-a-half sword, is a type of straight-bladed European sword. ...
Katana of the 16th or 17th Century, with its saya. ...
Quarterstaffs in use, from Old English Sports, Pastimes and Customs, published 1891 A quarterstaff is a Medieval English variant of the staff weapon, consisting simply of a long shaft of hardwood, usually oak, hawthorn, hazel or ash. ...
A katar, also known as a Bundi dagger, is a type of short punching sword used in Persia and northern India. ...
Whiff A move that misses the opponent completely. Sometimes used intentionally to bait an opponent or to build super meter.
Wire In recent King of Fighters game, some attacks which hit a fighter hard enough can make the victim fly straight onto the 'wall' and get bounced, ripe for follow-up attacks. This is called wiring. Most wire attacks are usually counter-wires, in that if the attack hits an enemy as a counter-attack, wire effect will occur, otherwise, the opponent will merely be thrown far away.
Zoning Zoning is a tactic in 2D fighters usually used at mid-range or far mid-range, the purpose of which is to out-prioritize your enemy's moves. The idea is to space yourself so that you are in a position to respond to or punish any entry angle or attack of your opponent's. Ideally, you can use certain pokes and attacks to beat your opponent's attacks, punish his advances or jumps, and hopefully shut down his offensive options, while landing hits. In attempting to zone, it is important to know the properties of your own attacks as well as the attacks of your opponent, in order to find the best move to use in countering your opponent's move. The ability to predict your opponent's next move, and having good reflexes to react to that move, are also important.
See also - List of Soul Calibur terms
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