Last updated on Aug. 18, 2011
Most fighting game 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.
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: 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: This means to attack the opponent as they are standing up in such a way that only the latest active frames of the move strike the opponent. This is really powerful because it allows you to recover faster than normal if the attack is blocked or if it connects.
Cheap, Cheese: This means abusing certain moves that are too easy to do in regards to how powerful they are.
buffering, Cancel, Canceling, Cancelable, Super Cancel, 2-in-1: 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 with some form of command. The most popular cancel is a normal move into a special move..
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: A Chain combo is when specific normal moves cancel into each other. An example is Balrog's crouching Light Punch in Street Fighter 4.
Tick throw: To do a quick or mostly safe attack and then immediately throw your opponent. Usually this is difficult to counter and easy to do.
Cross, Cross Up: An attack that makes the other fighter block in the reverse direction they would normally have to. Usually refers to jumping attacks that hit behind the opponent or certain "teleport"-like attack moves that quickly move from the opponent's left to their right or vice-versa.
Zoning: Staying or attempting to get yourself or your opponent into a certain area on the screen that is to your tactical advantage.
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.
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.
Rushdown: Refers to a relentless offensive style, mixing it up and attacking so rapidly that the opponent doesn't have time to adapt.
Mashing, Masher: Repeatedly pressing the buttons as quickly as possible, sometimes for no reason or with no sense of purpose.
Priority: A term used to address how well a certain move or attack will defeat others. For example, Chun-Li's crouching Medium Kick in Third Strike is a very high priority move that will beat out a huge amount of other moves.
OTG: Abbreviation for "Off-the-ground". Refers to moves that strike the opponent after they have been knocked down.
Juggle: Hitting a fighter who has already been knocked into the air. Since the opponent cannot defend himself against this, juggles are always counted towards the combo counter.
Sweep: Refers to any normal move that knocks the opponent off their feet.
Negative Edge: In certain fighting games where releasing an attack button can activate a special move just as well as pressing the button can.
Overhead Attack: An attack performed on the ground that must be blocked high.
Reversal: Executing a move as you're standing up. Some games require very strict timing on when you can perform a reversal.
Blockstun: The duration after you block an attack and cannot move.
Hitstun: The duration after you are struck with an attack and cannot defend.
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: 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: Combo terminology example. c. is for Crouching, cl. is for Close and f. is for Far. 'mk' in this example stands for Medium Kick.
Fireball, FB: A general term for projectiles.
DP, Dragon Punch, SRK: This has a double reference to Ryu's infamous Shoryuken, but in modern times the term "DP" or "SRK" refers to the motion itself and can be used when describing any move that shares the "DP motion".
SJC, Super Jump Cancel, HJC, High Jump Cancel: Canceling the animation of a move with a Super Jump.
Teching, Softening: This is when you counter your opponents throw attempt to some degree.
Super Armor, Hyper Armor: Armored attacks can absorb multiple hits before characters can be hit out of them. Super Armor usually works off a hit-point system where a certain number of hits will knock a character out of their move. Hyper armor means that an attack can absorb an infinite number of hits without being interrupted, but these moves are very rare.
Command Throw: A throw requiring a special input to execute. Regular throws can be "teched" as described above, but most command throws are inescapable and offer guaranteed damage.
Dizzy, Dazed, Stunned: When you've hit 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. Certain moves usually deal more stun than others.
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.
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 in 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 technique in Street Fighter 3 where you parry out of continuous blockstun. For example, if Ryu did a crouching Medium Kick canceled into a fireball, a parry of the fireball would be a red parry since you're still in blockstun when you do it.
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.
Armor Breaking Move: An attack in Street Fighter 4 that can crush armored moves automatically. Reversals in Street Fighter 4 break armor, and every character has at least one special move that blows through Focus Attacks.
Burst, Mega Crash: A technique that can force the opponent's combo to end through an explosion of energy.
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.
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
MvC3: Marvel vs. Capcom 3
UMvC3: Ultimate Marvel vs. Capcom 3
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, Vanilla: Street Fighter 4
SSF4, SSFIV, Super, Super SF4: Super Street Fighter 4
SSF4 AE, AE: Super Street Fighter 4 Arcade Edition
SSF2THD, HD Remix, SSF2T HD, SF2HD: Super Street Fighter 2 Turbo HD Remix
TvC: CGoH: Tatsunoko vs. Capcom Cross Generation of Heroes
TvC: UAS: Tatsunoko vs. Capcom Ultimate All Stars
SFxT: Street Fighter x Tekken
TxSF: Tekken x Street Fighter
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.
Posted by Panda on December 22, 2009 at 9:28 p.m. #74
Option select: Inputting something in a way that the game will choose choose the best of 2 options.
For example, if you think the opponent is going to try and throw you, a safer option than doing a reversal is to try and tech crouching. The game option selects for you, and if the opponent throws, than you will tech. If they block, then you will hit them with a crouching short (since you can't throw standing) and be able to start pressure.
There are other option selects that require other inputs, particularly with dragon punches (on hit, dragon punch, on block, jab) and sweeps.
Posted by Panda on December 22, 2009 at 9:37 p.m. #75
Hitconfirm: A safe hitstring that can be finished with a super/ultra/unsafe special move, used to ensure you ONLY throw out supers/ultras/unsafe specials on hit, I.E. confirming your hitting the opponent.
For example: Ryu can do crouching light kick into dragon punch. However, it is unlikely that you have the reaction time to realize whether or not you've hit them with the kick before you dragon punch, so it's possible to do your dragon punch blocked, and you'll be punished. If you, instead, do c.Jab, standing jab, c.light kick, you can easily tell whether or not the opponent blocked before you finish your combo, and only finish with a dragon punch when your opponent can't block it.
Posted by Panda on December 22, 2009 at 9:46 p.m. #76
The definition for poke is....odd.
Speed is important, but range is even MORE important. A "Poke" is usually something that reaches just outside of throw range. Like, footsie range. Most jabs, for example, aren't good pokes because they're usually very short range. The definition needs to be updated with a reference to range.
Posted by Beast on January 28, 2010 at 11:08 a.m. #77
@Genocyde @Richard
"Stored" is not what Richard said (close though). I believe this only applies to ST and SF2HD, and it only applies in two cases.
There's a "glitch" of sorts, but it's useful and not terribly broken, so it was left in ("broken" is another good term to add... something that's so good in a game that nothing else can beat it, defend against it, nothing, so it's considered bad for the game and unfair... Akuma's air fireball, normal move priority, super, and general existence come to mind).
Chun-Li's super is executed as follows:
Back(charge), Forward, Back, Forward + K
and E. Honda has a command throw executed as:
HCB + P
But in these two cases, there's an odd effect where if you do the arrow motions but don't hit the buttons, you can hold that arrow for as long as you want, and you can press the attack button whenever you want and it will still come out. No other special moves work this way, if you do the arrows and don't press a button, you lose the credit for doing those arrows, and the attack done later is a normal attack.
What this means is, E. Honda could do HCB on the stick, and as long as he holds down/back, he can sweep or kick all day. And at his leisure later in the match, if an opponent comes near, all he has to do is press P and he does the Ochio command throw. The ochio was "stored".
Similarly, Chun Li can do charge back, f, b, f and as long as she holds forward, including df to sweep, f+P to throw, or even uf to jump and kick or punch in the air, all she needs to do is tap K on the ground and she will super on a moment's notice. That super was "stored".
And in reference to option select, same example: E. Honda can store his ochio and if he already pressed and held P before completing it, he's also storing a P. In certain situations, thanks to negative edge effects, he can release P when he wants to while holding back and one of two things happens:
1) He ochios the opponent
2) He blocks
And which "option" he does is determined ("selected") by the computer, but always in his favor, because if the opponent is out of throw range, Honda has no "whiff" animation for missing a throw (the way Zangief will hug the air if he misses an SPD), AND he'll be left blocking. But if the opponent was near enough to throw, he throws. Win/Win, one execution on the stick.
Oh and PS... I still don't get "OTG" above. Does it mean when I'm on the ground, doing something while getting up? Or does it mean it strikes a character who is on the ground (grounded). Or if the term really means "off the ground" and not "on the ground", does that mean I need to do a slight hop to get off the ground? The definition above is still ambiguous to me.
Posted by qwerty on February 1, 2010 at 10:51 a.m. #78
i realy need to get a wii ckassic controller for enjoy at 1005 THE TATSUNOKO VS CAPCOM.
Posted by MIRACLEfool on April 22, 2010 at 2:17 p.m. #79
What is an EX focus attack? Please give me an answer because I have no idea what that is.
Posted by andriand on May 1, 2010 at 4 p.m. #80
EX focus attack happens when u do focus attack while doing a special move. for example, you do a Shoryuken with Ryu, and at the first hit, u press MP+MK. that should cancel the move with EX focus attack. it drains 2 of your super meter bars, and the main usage would be for canceling moves to continue your combo (using fadc after EX FA), or to prevent your special moves from whiffing.
Posted by ibLeo on October 12, 2010 at 6:44 a.m. #81
I would categorise "doing moves at random" as button BASHING. Button MASHING is when you know exactly what move you want to do and how to do it, but you don't know the timing (like when you're about to stand up from knockdown, or caught in a blockstring) and just repeatedly do the input in the hope that one of them registers as a Reversal.
Posted by Endgame on November 7, 2010 at 3:10 p.m. #82
Can someone please explain what a reset is?
Posted by cvs on November 22, 2010 at 1:21 a.m. #83
They forgot the sf ex series. ex1,ex2/plus, and ex 3.
Posted by Kenshiro on December 19, 2010 at 2:11 p.m. #84
@ 81 sounds like flowchart tactics more than anything.
@ 83 there was a disclaimer stating not all games would be included. Plus most if not all of the same terms apply.
Posted by furytash on January 21, 2011 at 4:24 a.m. #85
from time to time i hear the word clutch mentioned...any ideas?
Posted by cvs on January 23, 2011 at 3:33 p.m. #86
@85 Isn't clutch for a vehicle?
Posted by Arkhitect on January 23, 2011 at 9:10 p.m. #87
I can't believe I'm saying this but "to go clutch" is to suddenly have all your skill come out to win a match in one fell swoop. Another saying that means the same thing is to "pull out all the stops" and do your absolute best, except for going clutch usually means you win.
Posted by Doktor42 on February 13, 2011 at 5:14 a.m. #88
@ 77
OTG - Off the ground is a move that hits the opponent while their lying on the ground after getting knocked down.
Posted by evil_jeenyus on October 10, 2011 at 12:02 p.m. #89
DHC isn't even in here
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