Acronyms, Lexicon and Terminology

EDIT: I'm going to put the relevant acronyms, lexicons and terminology from the Eventhub's site here to make it easier to read.

BnB, Bread and Butter:
Refers to a bread and butter combo or technique for a character. Usually this is one combo or technique that almost everyone uses because it's highly effective.

Safe Attack:
A move that cannot be punished if blocked. Usually these moves have a very short recovery time, or they stun your opponent for a long enough so that you can block again before they're capable of retaliating.

Poke:
A quick and often safe attack that's difficult to counter.

Meaty moves:
This means to use a move as your opponent is getting up so that only a few frames of the animation hit them, instead of all of the frames of animation. Meaty moves tend to have big active frames — frames where your opponent can be hit — making it easier to land an attack as the other fighter stands.

A Meaty move is useful because it shortens the wait time before you can do another attack, which leads to many additional set ups and throw tactics.

Canceling, Cancel, Super Canceling, Cancelable, 2 in 1, Buffering:
These mean to cancel the animation of one move to go into another. If something is, "cancelable," that means you can interrupt the animation of this move with another.

Link:
Timing the ending animation of one move so that the next move you do comes out at the precise moment the other one ends, resulting in a combo.

Target Combo:
A target combo is when specific normal moves cancel into each other. For example in Street Fighter 3 3rd Strike, by pressing standing light punch, light kick and then medium punch in quick succession with Yun he will perform a 3-hit combo.

Tick throwing:
To do a quick or mostly safe attack and then immediately throw your opponent. Usually this is difficult to counter and easy to do.

Whiff, Miss:
A move that misses the other character entirely, sometimes done deliberately to set up another move, or bait the opponent into thinking your guard is down.

Cross, Cross Up:
An attack that makes the other fighter block in the reverse direction they would normally have to. For example, if I'd normally block by holding left on the joystick, to successful block a 'cross' I would have to hold right.

Zoning:
Staying or attempting to get yourself or your opponent into a certain area on the screen that is to your tactical advantage.

High or Low Priority:
Priority is best explained with an example. In Street Fighter Alpha 2 Rose's Crouching Medium Punch is considered to be a high priority move. If she executes this attack from close range around the same time Guy attempts to do a Crouching Hard Kick, Rose will hit Guy out of his attack.

There are many reasons why moves will beat out one another. The start up time it takes for a move to come out, how many frames it's active for (in a hittable state), where the players hit boxes are at and if they have full or partial invincibility to attacks are the core reasons.

Generally moves with 'high priority' have a fast start up time, a solid window they're active for and they make the character's hittable box smaller so it's difficult to counter — although there are other properties that make a move high priority as well.

Juggle:
Hitting a fighter who's falling down after being attacked previously. A proper juggle gives the other player no opportunity to block, so the hits you land as they're falling down will 'combo'.

Rush-down:
Constantly trying to attack the other fighter, i.e. rushing them down with relentless attacks.

Psychic Dragon Punch, Psychic DP, yomi:
To a causal player, guessing exactly what your opponent is going to do and countering with a well-timed Dragon Punch (Shoryuken). This isn't so much as guessing, but knowing your opponent and the game so well that you know the ideal time to throw out a Dragon Punch to nail your opponent.

Sweep:
A kicking attack that knocks your opponent off of their feet. Typically a character's sweep is performed by pressing Down + Hard Kick.

Negative Edge:
In the Street Fighter games when you do special moves not only can they be executed when you're initially press the button, but also when you release it. To see a better example and a video, look at this page.

Charging, Charge:
This is done by holding the joystick in one position for a specific amount of time. An example is Guile in the Street Fighter 2 games. If you hold back on the joystick for 2 seconds, this "Charges" him up so that when you press Towards and Punch button it will throw a Sonic Boom, his signature projectile attack.

Fighting games have various ways you can "Charge" moves, but typically this is done by either holding back or down for 2 seconds and then pressing in another direction at the same time as you press a button so you can unleash a special attack.

Overhead Attack:
An attack performed on the ground that must be blocked high.

Reversal:
Executing a move on the first possible frame you're allowed to do so.

Focus Attack, FA, Saving Attack, SA:
Focus Attack, sometimes known as a Saving Attack. This is from Street Fighter 4 and it's done by pressing both Medium attack buttons at the same time. This makes you absorb one hit and then counter attack. Because of the confusion with the SA acronym, most American players try to refer to this as a Focus Attack.

EX-Move:
In the Street Fighter games this is an improved version of a Special Move that takes a portion of your Super meter to execute. Doing an EX attack will make you briefly flash yellow.

Attacks:
LP, Light Punch, Jab: The weakest punch button.
MP, Medium Punch, Strong: The medium strength punch button.
HP, Hard Punch, Fierce: The strongest punch button.
LK, Light Kick, Short: The weakest kick button.
MK, Medium Kick, Forward: The medium strength kick button.
HK, Hard Kick, Roundhouse: The strongest kick button.

cr.mk, cl.mk, f.mk:
cr. is for Crouching, cl. is for Close and f. is for Far. 'mk' in this example stands for Medium Kick.

Fireball, FB, Hadoken, Projectile:
If rolling the joystick from down to forward and pressing punch results in a projectile, many people refer to this as a fireball, or the fireball motion. An extremely common term in most fighting games to refer to a character's projectile attack.

Shoryuken, Uppercut, DP, Dragon Punch:
This move has went by many different names over the years. It's performed by pressing forward and then down and rolling the stick to down/forward position and pressing punch.

DC, Dash Cancel:
In Street Fighter 4 you can dash forward to cancel the animation of a move letting you execute consecutive moves faster.

SJC, Super Jump Cancel, HJC, High Jump Cancel:
Canceling the animation of a move with a Super Jump.

FADC, Focus Attack and Dash Cancel:
A term used in Street Fighter 4 where you do a Focus Attack and then cancel it with a Dash.

Teching, Softening, Counter-Throwing:
This is when you counter your opponents throw attempt to some degree. The results vary on the game you're playing. For example in Street Fighter 3 and 4, counter-throwing will result in both players taking no damage and bouncing away from each other a short distance, while in Super Turbo you'll still take damage, but it will be less than what you normally would have.

Armor Breaking Move:
An attack in Street Fighter 4 that cannot be absorbed. For example, Zangief's EX-Flying Powerbomb can usually absorb one attack and still follow through and grab the other fighter.

Doing an armor breaking move after Zangief does his EX-Flying Powerbomb would knock Gief out of his attack, not allowing him to absorb the hit.

Super Armor:
This is an attack move that can absorb one hit in Street Fighter 4. For example, Balrog's (Boxer) EX-Dash Punches can take a hit and still follow through to attack your opponent.

Command Throw:
A throw requiring a special input to execute. For example, the standard input for a throw in Street Fighter 2 Turbo is Towards + Hard Punch. A 'Command Throw' would be Zangief's Spinning Piledriver, which is executed by doing a 360 motion and pressing punch. It's called a command throw because it takes a special 'command' to execute it.

Balrog, Boxer, M. Bison (Japan):
Balrog's name was changed from M(ike). Bison when Street Fighter 2 was released in the United States because Capcom was afraid of a lawsuit from Mike Tyson, whom Balrog closely resembles.

Thus in some circles he's simply known as the, "Boxer," to avoid confusion.

M. Bison, Dictator, Vega (Japan):
When Street Fighter 2 was pitched to Capcom USA's marketing department, they believed that the name Vega was a weakling's name.

As such his name was changed from Vega in the Japanese release to M. Bison. To avoid confusion people refer to him as the, "Dictator."

Vega, Claw, Balrog (Japan):
Originally known as Balrog in the Japanese release of Street Fighter 2, Vega had his name changed along with two other boss characters.

To avoid confusion people refer to him as the, "Claw."

Shotos, Shotokans:
Used to define characters in a game that fight in the Shotokan karate style, usually Ryu and Ken and anyone with a similar move set, like Akuma.

Dizzy, Dazed, Stunned:
When you've beat your opponent so much that they're stunned for a brief period of time and have stars or some other icons floating around their head, they're 'dizzy'.

Block-stun:
The time it takes to recover after blocking an attack.

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