Street Fighter terminology, acronyms, lexicon and glossary guide
Last updated on May 22, 2009
Most Street Fighter players have experienced this at one point or another. Someone throws out some terminology that's second nature to them, but you have no idea what they're talking about.
Now hopefully you'll understand them a little better with this guide. To find something specific, just press ctrl+f to search this page.
Combos and tactics
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, early, getting-up 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.
Cheaps, Throws and Cheese: This means hurting your opponent with moves that people deem too easy to do, or too powerful. For example, in the Street Fighter 2 series, some players consider excessive throwing to be cheap, as it does a good bit of damage and can be hard to counter if you do not know how.
But most players seem to believe, "All is fair in love and war, and Street Fighter," and as such throwing or using almost anything else isn't taboo.
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. For a more detailed explanation see this page.
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. For a more detailed explanation see this page.
Chain, Dial-a-combo, Target Combo: A Chain 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. For a more detailed explanation see this page.
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.
Street Fighter lingo
Lag tactics: Using/abusing the lag (latency) associated with online play to do tactics that normally aren't viable if you were playing someone face to face.
Dropper, Puller: Someone who leaves online matches when they're about lose before the battle is over, resulting in the other player not receiving a win.
GGs, Good games: Commonly said to another player after a match or a set of matches whether they earned it or not as a sign of respect and good nature.
Scrub: Someone who thinks they're a great player, but actually sucks.
XBL, X-Box Live!: Microsoft's online gaming service where people can play Street Fighter over the Internet.
PSN, Playstation Network: Sony's online gaming service where people can play Street Fighter over the Internet.
Theory Fighter: Discussing tactics, strategies and theories with other players. Usually it breaks down to people arguing about why a certain tactic is, or is not effective, and offering several reasons for their opinions.
Spamming: Repeatedly doing a move over and over and over again, usually a "safe" attack that cannot be countered easily.
Turtle: Someone who fights in a extremely defensive style, taking very few offensive risks and countering the moves his opponent does. Turtles are regarded as boring to watch, but their play style can still be effective.
Mash Buttons, Mashing: Repeatedly pressing the buttons as quickly as possible, sometimes for no reason or with no sense of purpose. A "Button Masher" is derogatory term for someone who doesn't have a high amount of skill in a game and just, "mashes buttons," to try and win.
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.
So priority is best thought of not as entity on to itself, but the actual properties of a move.
OTG, OTGs: Abbreviation for Off the Ground or Off the Ground Combo. Common phrase for Marvel vs. Capcom 2 players.
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: 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.
Moves
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. For a more detailed explanation, see this page.
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.
UOH, Universal Overhead Hit: In Street Fighter 3 Third Strike this is done by pressing Medium Punch and Medium Kick at the same time with the joystick in a neutral position. This will hit a character blocking low.
Super, SA1, SA2, SA3, Super Art, Super Move: A super move is most often a more powerful version of a normal move and usually requires your, "super meter," to be at a certain level to execute. The SA1, SA2 and SA3 acronyms refer to Street Fighter 3 Super Arts. Each one has a Roman numeral attached to it. For example, Yun's Genei Jin has a Roman number III in it, so it would be referred to as an, "SA3," which stands for Super Art III.
Parrying: First introduced Street Fighter 3. It's done by tapping forward for high attacks and down for low attacks at the moment of impact. It enables the person who parries to avoid damage or to counter-attack without block or hit stun.
Red Parrying, Guard Parrying: A red parry is accomplished by blocking a single attack of a move that hits multiple times and then parrying one of the later hits. For example, Dudley's Machine Gun Blow hits several times, if you block the first hit and then parry one the later attacks, your parry will flash a red color instead. Just simply a different way of parrying, no extra bonuses are given.
Air Parrying: In Street Fighter 3 Third Strike this is done by tapping forward at the moment of impact when being attacked while you're jumping. You cannot tap down to parry attacks in the air.
QCF, Quarter-circle forward: To roll the joystick from the down to forward position. 
QCB, Quarter-circle backward: To roll the joystick from the down to back position. 
HCF, Half-circle forward: To roll the joystick from the back to forward position. 
HCB, Half-circle backward: To roll the joystick from the forward to back position. 
360, SPD, Screw-pile driver, Spinning pile driver: To roll the joystick hitting 7 points on it. It's a popular misconception that you have to go all the way around to successfully pull off a 360, when in reality you only have to hit 7 points. 
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. 
c.mk, cl.mk, f.mk: c. 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.
Tatsunoko vs. Capcom
Because of the simplified control scheme, Tatsunoko vs. Capcom uses different button graphics in the guides.
Any Attack Button: This signifies pressing ANY attack button, whether it's Light, Medium or Hard. 
Change Button: This represents the button that will change out characters. 
Light Attack Button: Press to perform a Light Attack. 
Medium Attack Button: Press to perform a Medium Attack. 
Hard Attack Button: Press to perform a Hard Attack. 
Two Attack Buttons: Signifies you need to press two attack buttons at the same time. 
Characters
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.
Other
Dizzy, Dazed: 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.
Games
SF2 WW: Street Fighter 2 The World Warrior.
SF2 CE: Street Fighter 2 Champion Edition.
SF2 HF, Turbo: Street Fighter 2 Hyper Fighting.
SSF2: Super Street Fighter 2.
SSF2T, ST: Super Street Fighter 2 Turbo.
SFA, Alpha: Street Fighter Alpha.
SFA2, Alpha 2: Street Fighter Alpha 2.
SFA3, Alpha 3: Street Fighter Alpha 3.
XvsSF: X-Men vs. Street Fighter
MvsSF, MSHvsSF: Marvel Super Heroes vs. Street Fighter
MvC, MvC1: Marvel vs. Capcom
MvC2: Marvel vs. Capcom 2
CvS: Capcom vs. SNK
CvS2: Capcom vs. SNK 2
CvS2 EO: : Capcom vs. SNK 2 EO (XBox, GameCube)
SF3: Street Fighter 3, New Generation
SF3, 2i: Street Fighter 3, 2nd Impact
SF3, 3s: Street Fighter 3, 3rd Strike
SF4, SFIV: Street Fighter 4
SSF2THD, HD Remix, SSF2T HD, SF2HD: Super Street Fighter 2 Turbo HD Remix
TvC: Tatsunoko vs. Capcom
Contributions to this guide by Panda, DR Jam, yflow and Sleazoid.

Posted by Canadian*Sniper on November 1, 2007 at 12:32 p.m. #1
Not entirely sure if this is a global acronym but I've heard others refer to Urien's SAIII in the corner as the B.S.R. (Bitch Slap Room).
Posted by James on January 14, 2008 at 7:59 a.m. #2
Meaty term is not clear... suggest to review that, not every move is a meaty, example alex'x hp will win vs chun's EX spining kick if timed correctly, however cl.mk wont
Posted by Catalyst on January 14, 2008 at 5:57 p.m. #3
As far as I know, if a move has priority or not isn't a factor if it's, "meaty," it's just the technique for timing the hit, so in essence most everything can be a meaty move.
I certainly could be mistaken about this, or my circle of SF players may have a different definition of meaty than yours.
When you can, please hook me up with your sources and I invite other people to chime in, on this or anything else.
On this site I'm trying to gather the most popular techniques, terms and everything I can so they're out there for everyone to read, and if there's something that's off, I certainly want to fix it, but I also don't want to change something that may be right in most people's eyes.
So when you can, hook me up with a few sources for this so I can adjust if necessary.
And thanks for commenting.
Posted by Pandaman on April 27, 2008 at 8:01 a.m. #4
You should at least suggest what makes a good meaty. Meaties tend to have big active frames, making it easy to force the opponent to block them.
Your description of meaty actually falls into the definition of 'wake-up games'.
Posted by Catalyst on May 9, 2008 at 8:25 a.m. #5
I'll add that in there, thanks for the note.
Posted by jr on September 9, 2008 at 9:50 a.m. #6
dude that B.S.R. is freakin brutal
Posted by KiDF on October 21, 2008 at 5:27 p.m. #7
can you define what armor break means?
Posted by Catalyst on October 22, 2008 at 6:06 p.m. #8
Sure thing, added in a description.
Posted by Panda on November 5, 2008 at 4:02 p.m. #9
Parrying and teching are listed as the same thing, they aren't. Teching usually descibes recovery in the air, like in the SFA series or guilty gear. Even in SF3, teching is usually used to describe throw breaks.
If you put in the term 'super armor' in the tactics section, you would be able to explain armor breaking moves more easily.
You might want to add charge buffering and charge partitioning to the tactics section, The sonic boom and flash kick notation to the moves section and the terms 'turtle', and spamming to the lingo section.
Also, maybe try to find room for the term 'guessing games' somewhere?
Sorry if I'm being a pain here, just letting you know of anything you're missing.
Posted by RingoRed on November 25, 2008 at 6:42 a.m. #10
I'm a bit confused on the definition of a cross up? Could someone maybe put it in some different words and give an example of what one might be?
Posted by sydney-guile on November 26, 2008 at 2:57 a.m. #11
Crossup = jump over someone (only just) with a certain attack and end up on the other side, e.g. Ken's jump over medium-kick.
So for example, you start on left side, jump at opponent with Ken's medium-kick but you land on the right side.
It's a "crossup" because your opponent will need to have the joystick facing LEFT to block your attack.
Posted by SF PRO on December 12, 2008 at 5:11 p.m. #12
lotta nubish stuff going on here
Posted by Hotobu on January 6, 2009 at 6:19 p.m. #13
Well if you're really going for a comprehensive lexicon you forgot one of the most rudimentary terms "charge".
Other things you should put in are mashing, dp, "psychic" dp, OTG, juggle, rush-down, pit-bull, RC'ing stun, block-stun, dizzying, priority, command throw, custom combo, A-ism, (Z) V-ism, X-ism, shoto, sweep, startup frame, hit frame, recovery frame, dive kick, tatsu, push block, reversal, overhead, guard crush, meter building and zoning.
Those are all I can think of for now.
Posted by Panda on January 10, 2009 at 11:33 a.m. #14
Is it okay for this to be quoted onto gamefaqs? We'll give you credit, and a link to your site.
Posted by creamy on January 11, 2009 at 3:56 p.m. #15
uhhh
whats an EX-move :)
im serious...
sorry
Posted by Vyomesh on January 15, 2009 at 3:02 p.m. #16
An EX move is a stronger version of another move.
Example.
EX-Hadoken of Ryu hits 2 times.
You preform EX moves by doing the same motion you would if it was a normal move, but then with 2 buttons.
QCF+LP and MP for example
Posted by lukybear on January 27, 2009 at 7:38 p.m. #17
Ive actually been getting confused about the shorthand for basic attacks (c.lp f.fp etc.). I can figure out most of them on my own, but others need a bit of explanation. For example I was just reading up on Guile and someone mentioned a s.fp and I havent a clue as to what that s stands for. Also the second comment (cl.mk) whats cl? I'm assuming these are easily self explanitory shorthand, theyre just with terms I'm not familiar with.
(easily cleared up with a list of the multiple shorthands used for each direction, the buttons are already listed .mp .lp etc.)
Posted by KenyanVi on January 28, 2009 at midnight #18
Where's the P-Dash
Posted by Bob on January 31, 2009 at 8:18 a.m. #19
What's a Tatsu?
Posted by idiot on February 18, 2009 at 1:20 p.m. #20
how to perform dash cancel? thanks
Posted by me on February 19, 2009 at 11:16 p.m. #21
If I understand 'cross-up' correctly then it's when you do an attack while barely jumping over someone and it hits them from the other side, is that right? If so, then isn't Ken's LK a cross-up move too?
Posted by John 4 on February 22, 2009 at 1:45 a.m. #22
A good example of a "cross-up" for those that are still confused is Chun-Li's forward-Down hk, she flips over the opponent and kicks them on the other side.
http://guides.ign.com/guides/14211549... for a more thorough description of Wake-Up games and Meaty attacks/cross-ups
Posted by John 4 on February 22, 2009 at 1:53 a.m. #23
Also about the abbreviations for lukybear
s.= standing
c.= crouching
j.= jumping
xx = cancel
+ = inputs simultaneously
the abbreviations the person used aren't exactly standard which makes cl.mk confusing.. since it should really be c.mk
Posted by jrock on February 23, 2009 at 11:17 a.m. #24
what does Fierce mean??
Posted by Sya on February 24, 2009 at 2:18 p.m. #25
I am a beginner and this site has been most helpfull. Thanks a lot. :-)
Posted by Deebs on February 27, 2009 at 10:32 p.m. #26
it's missing "negative edge." a lot of people don't know what that means.
Posted by darthbelch0 on February 28, 2009 at 6:44 p.m. #27
What does it mean when a move has 'priority'? I couldn't find anything on that
Posted by B.A.L. on March 6, 2009 at 5:34 a.m. #28
I think I know that...when 1 move has a priority over another, and both bump into each other, the player performing the move with priority hurts the other player
For instance, Sagat does Tiger Knee, Ryu does Shoryuken, they collide, if Tiger Knee has priority over Shoryuken, Sagat completes his move, and Ryu is hurt and thrown to the ground
That's what I think it means, I could be wrong tough, i'm really a beginner when it comes to fighting games
Posted by Maladjester on March 9, 2009 at 8:36 p.m. #29
I'm a Street Fighter rookie, so excuse me if this is "obvious," but I've seen an icon next to certain moves in the rosters. That icon looks like a black crown. What does it mean?
Posted by B.A.L. on March 10, 2009 at 4:01 p.m. #30
It means ''push rapidly''...so just mash the button and out comes a special move
Posted by art on March 11, 2009 at 2:25 p.m. #31
cl means close. cl.mk is standing close MK. When you are standing right next to someone, a different standard move will be performed than if you are further away.
Posted by MK on March 15, 2009 at 9:18 a.m. #32
What does the RED DOT with a Z move in it mean? I can't seem to get that one working.
Posted by Carigan on March 17, 2009 at 12:10 a.m. #33
MK: It's the Dragon Punch motion.
forward, down, down-forward
Posted by DR Jam on March 17, 2009 at 5:05 a.m. #34
EDIT: The list is missing:
CvS2, EO: Capcom vs. SNK 2 EO (Xbox, GC)
Posted by SFFans on March 28, 2009 at 1:50 a.m. #35
what does L*Sp*S under cancel ability means?
Posted by What does the "N" stand for? on March 28, 2009 at 7:08 a.m. #36
What does the "N" stand for (on the command list)?
Posted by Zangief on April 8, 2009 at 8:19 a.m. #37
What is Kara? They didn't include it in list. Thanks in advance!
Posted by evilweevle on April 8, 2009 at 8:42 a.m. #38
okay i need clarification on what a 'poke' means.
im guessing that it means a move that has a good long range on it, that also cant be countered easily if the attack misses, such as chun li's crouching HK or blankas sliding HP attack. so basically good for using its long reach to occasionally trip or hit an opponent who thinks they are standing out of reach.
am i wrong with this description? i see 'poke' everywhere and have never really seen a description of what it means.
and yes i also know its what you say you'd do to someone's hot mother too.
Posted by Mobius83 on April 8, 2009 at 7:21 p.m. #39
what does the abbreviation Qck mean?
Posted by evilweevle on April 8, 2009 at 9:44 p.m. #40
Mobius83
pretty certain it means quick, like quick punch or kick (light)
it could also mean quack but theres only 6 buttons in streetfighter so maybe its a combo of two...
Posted by Shadekill on April 10, 2009 at 10:34 a.m. #41
Poke is just a term for a fast, normal attack that is commonly safe on block or miss. Commonly used on to counter whiffs, put pressure/harass on opponent, zoning. Some characters have fast, strong normals like Rufus crouching HP are sometimes also considered as poke. Actually, all normals could be called as a poke, depends on how you use them.
Examples:
Chun-li standing MP
Blanka crouching MP
Gen standing MK
Zangief crouching LP/standing MK
Dictator standing MK
Dhalsim standing stretchy MK
Sagat standing MK
Posted by Shadekil on April 10, 2009 at 10:37 a.m. #42
@evilweevle
To me, I don't consider Blanka sliding HP as a poke because if it gets blocked (for example by Zangief) and you went to deep, you can get easily punished by a SPD. I personally do it.
Posted by KenB1988 on May 14, 2009 at 12:53 a.m. #43
wahahha Im 1 of the Turtle players....
Sagat...works good XD Shoryuken akk block own 2 combo..MK to tiger knee High XD...u dont come to me I spam XD ...
if I come u betetr defend good cuz my attack are cheap...
specially funny when people trying to grab me after my tiger knee..I just jump and punish u with 2 combo XD
Posted by Mike_nubLORD92 on May 17, 2009 at 6:36 a.m. #44
The thing with scrubs is that they don't know they're scrubs.
Posted by jleadership on May 22, 2009 at 10:26 a.m. #45
@Ken - if you're a turtle player then you sir are a loser and you need to learn alot more,i for one don't turtle but i do like to play safe and defensive and most of all get b1tch slapped by my daddy,believe it or not.
Posted by DV on May 22, 2009 at 4:18 p.m. #46
@ Canadian*Sniper - not heard of the BSR, but definetely heard of the Slapping Room or Slapping Chamber. Maybe a local variation?
Posted by Igotdembombs on May 22, 2009 at 8:48 p.m. #47
What's it called when one person beats a whole team? OCB or something? What's it stand for?
Posted by DV on May 23, 2009 at 1:04 a.m. #48
OCV = One Character Victory
Posted by Red on May 24, 2009 at 5:03 p.m. #49
wat about cheap??
Posted by Jaf on May 25, 2009 at 2:03 a.m. #50
May I suggest adding 'Reset' as a term?
Posted by TG on June 1, 2009 at 10:17 a.m. #51
I second "reset" as a term..especially since I've been looking all over for what it means!
Posted by Genocyde on June 1, 2009 at 11:29 p.m. #52
Does anyone what term Stored means in HD Remix?
Posted by vitoyen on June 13, 2009 at 4:52 p.m. #53
Needs the Kara and option select terms.
Posted by Richard Nguyen B] on June 20, 2009 at 9:45 p.m. #54
Kara is when you do a normal move and, within the first few startup frames of it, you do a grab, special move, super move, ultra move, focus attack, taunt, or universal overhead (UOH is only in SF3). The point of a kara is to gain ground distance. ALL normal moves can be kara'ed but most of them will produce no forward (or backward) movement. Only normals that have forward (or backward) movement are useful. For example, in SF4 Ken's kara is f. mk (that's forward and medium kick). If you do f. mk and then almost immediately do a grab (lp+lk), you will see that Ken has "teleported" a bit forward and grabbed. This is called a kara grab.
A reset is when you attack a person who was in the air so they will not be in the juggle state anymore. An example is in SF3:3s, Akuma's lk tatsu will juggle the opponent and if you do a cl. lp (close jab), it will hit and cause the opponent to flip over in mid air and will land in a standing position when he/she hits the floor instead of falling on the floor and have to get up. Resets are used so you can land some a meaty in or some other tactics. Also in some situations, it is possible to land a Super Art. For example, in the Akuma's lk tastu -> cl. lp combo, you can now do his SA1 (super art 1, the messatsu gouhadouken) while the opponent is still in the air, who is unable to block but can parry.
Posted by AlPo on June 22, 2009 at 6:34 a.m. #55
I would also like to see an explanation for the term "reset".
Posted by AlPo on June 22, 2009 at 6:37 a.m. #56
oops. I just saw the post above mine. "reset" should still be added to this glossary tho.
Posted by Richard Nguyen B] on June 26, 2009 at 7:24 p.m. #57
I'm not entirely sure if this is what you mean by "stored" but I think what you're talking about is when you are charging a charge move. When you completely charge a charge move, the charge is now stored for (I think) 10 frames. So after you store the charge, you can actually walk forward a bit and then finish the charge by completing the motion for the Special or Super move.
Option select is when you do several inputs so it can cover two or more situations, or be a hit-confirm for a combo. The best way to explain this is with an example. Here is a link of Harmonaz showing an option select for Akuma: http://www.youtube.com/watch?v=_lQ-f3...
He also explains the input of d(parry),d+mk,neutral+lp+lk,(d , db, b + mk). This would cover two situations:
-If your opponent does nothing, he/she will get kara grabbed.
-If your opponent attacks low, the attack will be parried and comboed with cr. mk xx mk tatsu (that is crouching medium kicked canceled into medium kick tatsu). This combo could have been extended with a mp shoryuken after the mk tatsu but this was not shown in the clip.
If that example was too complicated, here is a bit easier example of another option select. Dudley's bread and butter combo is st. hk xx EX machine gun blow (standing high kick canceled into EX machine gun blow). This can be option selected by just standing far away from your opponent and just doing the motion for this combo as if you were hitting them but you're actually not. So, it's just gonna look like you whiffing st. hk's but you're actually doing the motion of st. hk and then hcf+2p (half circle + two punches, the motion for EX machine gun blow) (the EX machine gun blow should not be coming out yet since normal moves can only be canceled if they are hit or blocked, not whiffed). The point of doing this is that your st. hk will just be building Super meter if you're just whiffing it like that. However, if your opponent tries to attack you while doing st. hk, your st. hk will probably beat their attack based on priority and then the magical EX machine gun blow will finally come out and you got yourself a combo. Just make sure that when you do the st. hk, it will NOT hit them if they are just standing there. Only if they dash, command dash, or attack will your st. hk actually hit them.
Posted by Richard Nguyen B] on June 26, 2009 at 7:26 p.m. #58
Sorry for the double post again, but I'm pretty sure that an option select is also called a SGGK (correct me if I'm wrong on that statement though). What does this acronym actually stand for though?
Posted by AFAIK what? on June 30, 2009 at 2:59 a.m. #59
What in the world does AFAIK mean ?
Posted by Muffin Man on June 30, 2009 at 3:19 p.m. #60
That's an internet acronym: As
Far
As
I
Know
Posted by adon's friend on July 5, 2009 at 10:26 p.m. #61
wtf is nerf
Posted by Richard Nguyen B] on July 6, 2009 at 7:47 p.m. #62
Nerfing is to make weaker.
Posted by TzakShrike on July 9, 2009 at 6:32 p.m. #63
Can you add Z to the set of joystick motions you've listed above? It's suspiciously missing and is only mentioned in the Shoryuken/Dragon Punch write up (as a description of it's motion).
Instead, Z should be up there with QCF and QCB and stuff. I mean, it has an icon! And it's been called the Z motion ever since SFZ/SFA!
Seriously, typing Z+K (for Tiger Knee) is WAY better than writing "Do a DP but use kick instead of punch".
Posted by Dave Ming Chen on July 12, 2009 at 2:35 p.m. #64
When they call Ken a Flow-chart Ken? what does that mean?
Posted by Mark cv on July 23, 2009 at 8:02 p.m. #65
What's SRK?
Posted by yatta-chan on July 28, 2009 at 7:11 p.m. #66
@ Mark - SRK means Shoryuken.
Posted by frisco on August 6, 2009 at 10:32 a.m. #67
hey ken, can i borrow 5 bucks? Shoryuken!!
Posted by lol so true on October 10, 2009 at 5:56 p.m. #68
"Scrub: Someone who thinks they're a great player, but actually sucks"
Posted by KillBot on October 20, 2009 at 2:20 a.m. #69
You should throw in Hit Confirms.
Posted by PaulNAnnie on October 25, 2009 at 11:10 a.m. #70
could someone define IAT for me I keep running into it on the Sim threads
Posted by PaulNannie on October 25, 2009 at 11:18 a.m. #71
Instant Air Teleport
Posted by Harima on November 13, 2009 at 12:22 a.m. #72
Can someone explain to me what "option select" means
Posted by George on November 13, 2009 at 2:57 p.m. #73
What does confirm or hitconfirm mean? I can't believe it's not written here.
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