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Terminology

LP: Light punch or jab, refers to a short but quick punch, usually this attack is fast

MP: Medium punch or strong, is an attack that deals damage between a light and heavy punch

HP: Heavy punch or fierce, is usually a slow hard hitting punch that may have increased range

LK: Light kick or short, is usually a short reach kick that comes out fast

MK: medium kick or forward, is a kick with longer range than a light kick

HK: Heavy kick or roundhouse, is a long reaching kick that deals a lot of damage. Most fighting games also have a sweep tied to the heavy kick button. Done with a crouching heavy kick or back kick, a sweep causes the opponent to be knocked down if it connects.

Quarter Circle: A basic motion done by preforming down, down forward, forward (forward being towards the opponent)this followed by a button results in certain characters preforming a special move. A notable example is Ryu's Haduken from the Street Fighter series. Some special moves require this motion to be done in the opposite direction. down, down back, back, followed by a button.

Half circle: A half circle is preformed by imputing back, down back, down, down forward, forward. This is an input that can result in a special move

Charge: a command for select special moves. Preformed by holding the directional stick in a certain direction (usually down or back) for a set amount of time, then pressing the opposite direction followed by a button.

Dragon Punch: abbreviated: "DP" refers to a special move in which the character rises into the air while doing an uppercut. This phrase comes from the game Street Fighter is a miss-translation of the move shoryuken, preformed by Ruy and Ken. The proper translation is "Rising Dragon Fist."

Command Grab: A grab that can not be teched out of, but requires a command such as rotating the control stick 360 degrees followed by a button.

Anti Air: a move that prevents the opponent from entering with a jump. A notable move is the Shoruken from the Street Fighter series.

B&B: Bread and Butter, also refereed to sometimes as "beginner combos" are specific character combos that are relatively easy to pull off. [1]

Dizzy/Stun: in select games in a character takes too much damage over a short period of time they will be stunned. Under the condition of stun the character will not be able to take any action for a few seconds, this usually results the stunned character becoming the victim of a combo. Characters can prevent becoming stunned by blocking and waiting for the stun meter to go down

Assist: An assist is when in the case of a team fighting game. The partner not being controlled by the player, will briefly appear on screen do an attack, usually a special move, then retreat back off screen. An assist can provide the point character with something they might not have in their move set, for example an OTG.

OTG: or "Off The Ground" In the instance that a character has been knocked to the ground with a hard knock down an OTG can pick the character off the ground to do damage and potentially continue the combo

FGC: An abbreviation for the fighting game community, this term is mostly used when referring to tournaments such as EVO, but includes anyone who enjoys playing fighting games

Footsies: When a characters are fighting for control over the screen by poking and spacing their moves.

Spacing: Proper spacing is knowing at what range a character can land what attack. Hitting a normal or special move at the tip, or end, of its hitbox, as to not get to close to the opponent is spacing. Also keeping in mind what attacks they have and how far they reach can tell you what range they want you to be in. Keeping the opponent in your max range while trying to stay our of theirs is part of footsies.

DHC: Or Delayed Hyper Combo, is when in a team fighting game, one character starts a super/hyper combo and the player inputs a super for a second character on their team. Provided the player doing so has the proper resources, the second character will tag out with the first and preform the desired special/hyper combo. This can be used to extend the combo for more damage, as well as being a good way to switch the point character.

Meter/resource: Usually represented as a bar in the bottom corner of the screen this will go up in level as the characters deal and take damage. They can be consumed in exchange for powerful attacks that include, a powered up state like Dante's Devil Trigger, a powered up special move (usually refereed to as an EX move) a super or hyper combo, a snap back/snap in. and more depending on the game. Some characters may have a different or second resource as well. Sin from Guilty Gear XRD has a food meter that the player must manage as well as his super meter.

Cross up: In a game that requires the defender to hold away from the attacker to block, the attacker can move behind the defender and attack from that side. Because the attacker is now on the other side it forces the defender to block in the opposite direction. Failing to do so will result in the defender getting hit, usually into a combo.

Team super: In a fighting game with a team of characters, two or more characters appear on the screen at the same time from the same team. they both preform one of their supers before leaving the screen aside from the character that initiated the team super.

Mix up: A mix up is when one player tricks the other into blocking the wrong direction (high or low) to open them up for a hit that can potently lead into a combo. This can be done via mind games such as continuously going for one move then suddenly switching or simply transitioning between high and low attacks.

Frames: Frames measure time in fighting games. With 60 frames being equal to one second.

Start up frames: The amount of frames it takes for a character's move to start. If they are hit during this it results in a counter hit.

Active Frames: The amount of frames an attack or move is active and can potentially deal damage if it hits.

Recovery Frames: The amount of frames it takes after the attack for the character to return to their neutral stance and can take action again.

Combo: when the attacking player lands a hit they can continue to land multiple hits on a helpless opponent (the opponent being helpless refers to them being in hit stun). Combos can be extended further depending on the game and the character preforming the combo. Most of the time a combo involves special moves and may end with a hyper or super move for maximum damage.

Super/Hyper/Ultra Combo: Similar to a special move, but the input usually contains a double motion (two quarter circle forwards instead of one) or pressing multiple buttons together. This type of special move costs some of a characters resource, and has potential to do great damage, or give the character an advantage in some way

Armor: armor refers to when during a move or attack, the character preforming it can not be interrupted. they may still take damage depending on the type of armor, but can not be knocked into hit stun.

Super Armor: similar to armor but give the user multiple hits of armor usually for the duration of a special move.

Cancel: when a character starts up a normal or special move, but stops mid way through the attack. This deals no damage, but can be used to trick the opponent into throwing out an unsafe move.

Hit Confirm: When a character uses an attack they wait to see if it hits. Depending on the result determiners the next desired action. If the attack hits they can transition into a full combo. If the attack misses or is blocked they take

Invulnerability: When a character enters a state in which they can not be effected by damage.

Magic series: Magic series refers to a when a character combos starting from a light, to medium, to heavy. This can involve some special moves for more damage.

Poke: when an attacking character lands a single move. Usually a long range move or a projectile that results in a small amount of damage.

Punish: When at attacking character uses a move that is blocked or misses they are hit the recovery frames of the move.

Snap out/Snap back: In a team fighting game, one team spends one bar of meter to use an attack that changes the point character to another character on the team. This move may also make the snapped in character unable to switch characters for a set period of time.

Chip Damage: Despite blocking an attack the defending character may still take a small amount of damage. Depending on the game there may be ways to prevent or lower the chip damage taken such as advancing guard in Ultimate Marvel vs. Capcom 3, or Barber Guard in the Blazblue series.

Ground Teching: When a player is knocked to the ground they can input certain commands to get up faster. In addition the player can choose to go strait up, roll forwards, roll backwards, and sometimes get up with an attack.

Throw Teching: A player can prevent an opponents throw by imputing a throw in a small window after the opponent grabs them.

Hit stun: when the player has been hit they enter hit stun. For the duration they can not take action other than a Burst/Combo breaker. In this state the player can be the victim of a combo.

Block stun: For the duration of a character blocking they are in block stun, they can not take any action other than blocking. This occurs during the block of an attack.

  1. ^ "SRK Fighting Game Glossary". Shoryuken. Retrieved 2017-05-02.