History UsefulNotes / FightingGame

24th Oct '16 7:13:07 PM DragonGeyser
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* [[ScratchDamage Chip Damage]] - The largely reduced damage that a character takes from attacks while blocking. In some games, normal attacks do not cause chip damage. Some games also prevent chip damage from ending the round in most or all cases.

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* [[ScratchDamage Chip Damage]] - The largely reduced damage that a character takes from attacks while blocking. In some games, normal attacks do not cause chip damage. Some games also prevent chip damage from ending the round defeating an opponent in most or all cases.
24th Oct '16 7:11:01 PM DragonGeyser
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** Roman Cancel/RC - Most instances of canceling require that the canceled attack is followed directly by another attack (in other words, canceled into another attack). However, certain games allow the ability to essentially cancel into nothing. This type of cancel is extremely powerful, as it completely resets the character's frames and removes any recovery, but has several limiting factors: it always costs some kind of meter, and it generally does not work with throws, projectiles, or attacks that whiff. A hallmark of Creator/ArcSystemWorks games (the term itself originates from ''VideoGame/GuiltyGear''), but other games can have them as well. Some examples include the MAX Cancels in ''VideoGame/TheKingOfFighters'' ''2002'' and its UpdatedRerelease ''KOF 2002 Unlimited Match'', Chain Shift in ''UnderNightInBirth'' and the Instant Charges in ''VideoGame/EternalFighterZero''.
* Counterattack/Counter Stance - A special or super move where the character briefly strikes a pose, during which any attack that hits them will be ignored and trigger a retaliating attack. Commonly overridden by supers or throws, and of varying effectiveness against projectiles. Special counters usually require the player to predict whether the opponent will use a jump, standing, or a low attack for the counter to trigger successfully by using the right type of button to trigger the counter, while super counters generally counter all melee attacks and have a much longer timeframe during which they are active.
* Cross up - In games where blocking is done by holding back, landing an attack while jumping over an opponent may force them to quickly readjust their block to the other side. An ambiguous cross up happens when it's difficult to visually judge whether or not the attacker has crossed over the opponent, leaving defense up to mindgames or guesswork. Teleporters can also cross up ("Will he teleport in front or behind me?"). In games with assists, calling an assist before jumping or teleporting can be somewhat confusing.
** Cross under - A set-up where your character crosses up, but rather than jumping, they pass under the opponent.

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** Roman Cancel/RC - Most instances of canceling require that the canceled attack is followed directly by another attack (in other words, canceled into another attack). However, certain games allow the ability to essentially cancel into nothing. This type of cancel is extremely powerful, as it completely resets the character's frames state and removes any recovery, recovery on their previous move, but it has several limiting factors: it always costs some kind of meter, and it generally does not work with throws, projectiles, projectiles or attacks that whiff. A hallmark of Creator/ArcSystemWorks games (the term itself originates from ''VideoGame/GuiltyGear''), but other games can have them as well. Some examples include the MAX Cancels in ''VideoGame/TheKingOfFighters'' ''2002'' and its UpdatedRerelease ''KOF 2002 Unlimited Match'', Chain Shift in ''UnderNightInBirth'' and the Instant Charges in ''VideoGame/EternalFighterZero''.
** Whiff cancel - Most attack cancels require that the first attack hit the opponent in some way before the cancel is allowed to occur. However, some games allow moves to cancel into others even if they whiff. This type of cancel may be restricted to specific moves or move types depending on the game.
* Counterattack/Counter Stance - A special or super move where the character briefly strikes a pose, during which any attack that hits them will be ignored and trigger a retaliating attack. Commonly overridden by supers or throws, and of varying effectiveness against projectiles. Special counters usually require the player to predict whether the opponent will use a jump, standing, or a low attack for the counter to trigger successfully by using the right type of button to trigger the counter, while super counters generally counter all melee attacks and have a much longer timeframe time frame during which they are active.
* Cross up - In games where blocking is done by holding back, landing an attack while jumping over an opponent may force them to quickly readjust their block to the other side. An ambiguous cross up happens when it's difficult to visually judge whether or not the attacker has crossed over the opponent, leaving defense up to mindgames or guesswork. Teleporters can also cross up ("Will he teleport in front of me or behind me?"). In games with assists, calling an assist before jumping or teleporting can be somewhat confusing.
** Cross under - A set-up setup where your a character crosses up, but rather than instead of jumping, they pass under the opponent.



* Stuff - To beat out an opponent's attack in its startup frames with a quicker attack of your own. Many games will register this as a "Counter Hit" and may reward it by giving the attack a boost to damage or hitstun.

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* Stuff - To beat out an opponent's attack in its startup frames with a quicker attack of your own. Many games will register this as a "Counter Hit" and may reward it by giving the attack a boost to damage or hitstun.hitstun or adding new properties that make it easier to combo off of.
** Fatal Counter - Some games reward stuffing attacks with specific moves or move types with Fatal Counters, which may add additional properties on top of existing Counter Hit properties, such as boosted hitstun for every attack in a combo that begins with a Fatal Counter. These properties usually vary based on the game.
24th Oct '16 6:48:29 PM DragonGeyser
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* [[ScratchDamage Chip Damage]] - The largely reduced damage that a character takes from attacks while blocking. In some games, normal attacks do not cause chip damage.

to:

* [[ScratchDamage Chip Damage]] - The largely reduced damage that a character takes from attacks while blocking. In some games, normal attacks do not cause chip damage. Some games also prevent chip damage from ending the round in most or all cases.
24th Oct '16 6:46:59 PM DragonGeyser
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** EX Super Move - Similar to EX specials, some games allow the use of enhanced super moves in exchange for using more meter. These EX supers usually have similar benefits to EX specials, such as combining the best traits of other versions of the super. This differs from the Level ''x'' Super in that one doesn't need to spend more meter than usual in order to use the super, though they will not gain any potential benefits they would have by doing so.

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** EX Super Move - Similar to EX specials, some games allow the use of enhanced super moves in exchange for using more meter. meter or satisfying another requirement (such as having the usual amount of meter and a low amount of life left at the same time). These EX supers usually have similar benefits to EX specials, such as combining the best traits of other versions of the super. super or simply being the most powerful version available. This differs from the Level ''x'' Super in that one doesn't need to spend more meter than usual or satisfy the EX-specific requirements in order to use the super, though they will not gain any potential benefits they would have by doing so.
24th Oct '16 6:36:59 PM DragonGeyser
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* Rushdown - A style of play that focuses on being aggressive, taking whatever chance is available to get in close and force the opponent to make deadly mistakes via confusing mixups or punishment of impatience.

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* Rushdown - A style of play that focuses on being aggressive, taking whatever chance is available to get in close and force the opponent to make deadly mistakes via confusing mixups or punishment forcing the opponent to block for extended periods of impatience.time, then punishing them when they become impatient.
24th Oct '16 6:30:45 PM DragonGeyser
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** Level''x'' Super Move - In games with segmented {{Mana Meter}}s, some super moves may require more than one segment in order to be used. X refers to how many segments are required in order to use the super.

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** Level''x'' Level ''x'' Super Move - In games with segmented {{Mana Meter}}s, some super moves may require more than one segment in order to be used. X refers to how many segments are required in order to use the super.
24th Oct '16 6:29:48 PM DragonGeyser
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* [[SpecialAttack Special Move]] - AKA in Japanese ''Hissatsu Waza'' (必殺技, lit. Sure-Killing Art). A move that requires a command input of two or more directions in length followed by an attack button.

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* [[SpecialAttack Special Move]] - AKA in Japanese ''Hissatsu Waza'' (必殺技, lit. Sure-Killing Art).Art) in Japanese. A move that requires a command input of two or more directions in length followed by an attack button.



** EX Special Move - Certain games have moves that are more powerful than regular special moves in some way (usually by doing more damage than the normal variety of the move or having the best properties of the various versions of the move combined), but less powerful than a Super. Typically requires meter, though normally less than required to perform a super.
* Super Move - AKA in Japanese, the ''Chou Hissatsu Waza'' (超必殺技, lit. Super Sure-Killing Art). A special move that also requires that the player expend some or all of their ManaMeter. Official names for the move type tend to vary, from "[[VideoGame/MarvelVsCapcom Hyper Combos]]" to "[[VideoGame/GuiltyGear Overdrives]]" to "[[VideoGame/TheKingOfFighters Desperation Moves]]" to "[[VideoGame/{{Skullgirls}} Blockbusters]]" to "[[VideoGame/BlazBlue Distortion Drives]]" to "[[VideoGame/SoulSeries Critical Edges]]" to "[[VideoGame/EternalFighterZero Eternity Specials]]".

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** EX Special Move - Certain games have moves that are more powerful than regular special moves in some way (usually by doing more damage than the normal variety of the move or having the best properties of the various versions of the move combined), but less powerful than a Super. This can take the form of upgraded or exclusive special moves depending on the game. Typically requires meter, though normally less than required to perform a super.
* Super Move - AKA in Japanese, the ''Chou Hissatsu Waza'' (超必殺技, lit. Super Sure-Killing Art).Art) in Japanese. A special move that also requires that the player expend some or all of their ManaMeter. Official names for the move type tend to vary, from "[[VideoGame/MarvelVsCapcom Hyper Combos]]" to "[[VideoGame/GuiltyGear Overdrives]]" to "[[VideoGame/TheKingOfFighters Desperation Moves]]" to "[[VideoGame/{{Skullgirls}} Blockbusters]]" to "[[VideoGame/BlazBlue Distortion Drives]]" to "[[VideoGame/SoulSeries Critical Edges]]" to "[[VideoGame/EternalFighterZero Eternity Specials]]".Specials]]".
** Level''x'' Super Move - In games with segmented {{Mana Meter}}s, some super moves may require more than one segment in order to be used. X refers to how many segments are required in order to use the super.
** EX Super Move - Similar to EX specials, some games allow the use of enhanced super moves in exchange for using more meter. These EX supers usually have similar benefits to EX specials, such as combining the best traits of other versions of the super. This differs from the Level ''x'' Super in that one doesn't need to spend more meter than usual in order to use the super, though they will not gain any potential benefits they would have by doing so.



** Roman Cancel/RC - Most instances of canceling require that the canceled attack is followed directly by another attack (in other words, canceled into another attack). However, certain games allow the ability to essentially cancel into nothing. This type of cancel is extremely powerful, as it completely resets the character's frames and removes any recovery, but has several limiting factors: it always costs meter, and it generally does not work with throws, projectiles, or attacks that whiff. A hallmark of Creator/ArcSystemWorks games (the term itself originates from ''VideoGame/GuiltyGear''), but other games can have them as well. We have, for example: the MAX Cancels in ''VideoGame/TheKingOfFighters'' ''2002'', its UpdatedRerelease ''KOF 2002 Unlimited Match'' and XIII, or the Instant Charges in ''VideoGame/EternalFighterZero''.

to:

** Roman Cancel/RC - Most instances of canceling require that the canceled attack is followed directly by another attack (in other words, canceled into another attack). However, certain games allow the ability to essentially cancel into nothing. This type of cancel is extremely powerful, as it completely resets the character's frames and removes any recovery, but has several limiting factors: it always costs some kind of meter, and it generally does not work with throws, projectiles, or attacks that whiff. A hallmark of Creator/ArcSystemWorks games (the term itself originates from ''VideoGame/GuiltyGear''), but other games can have them as well. We have, for example: Some examples include the MAX Cancels in ''VideoGame/TheKingOfFighters'' ''2002'', ''2002'' and its UpdatedRerelease ''KOF 2002 Unlimited Match'' Match'', Chain Shift in ''UnderNightInBirth'' and XIII, or the Instant Charges in ''VideoGame/EternalFighterZero''.



* Empty Jump - In some situations, it may be advantageous to jump towards an opponent, but not use an attack while in the air, expecting the opponent to react to an attack that never occurs. Doing so is usually referred to as an empty jump.



* Rushdown - A style of play that focuses on being aggressive, taking whatever chance is available to get in close and force the opponent to make deadly mistakes via confusing mixups or punishment of impatience.



* Wavedash - The act of dashing, interrupting the dash, and dashing again, usually done to either cover ground more quickly or to fake opponents out. This is usually done by performing a dash, canceling the dash by crouching, then dashing again. Not to be confused with the technique from ''VideoGame/SuperSmashBros Melee''; while it fulfills a similar purpose, the technique and how it's used is completely different.

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* Wavedash - The act of dashing, interrupting the dash, and dashing again, usually done to either cover ground more quickly or to fake opponents out. This is usually done by performing a dash, canceling the dash by crouching, then dashing again. Not to be confused with the technique from ''VideoGame/SuperSmashBros Melee''; while it fulfills a similar purpose, the technique itself and how it's used is completely different.
25th Sep '16 7:26:11 AM Vulcan422
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* Victor "Spooky" Fontanez - When a big tournament in the FGC needs to be streamed, chances are, Spooky is on the job. Creator of Team [=Sp00ky=], he is quite possibly the most experienced streamer of FGC main events. Ranging from the weekly Next Level Battle Circuit (where fellow Team [=Sp00ky=] member Arturo Sanchez occasionally helps out) to major events like Final Round, Spooky is reliable and consistent. Well liked and friendly, Spooky won the Cannon Award during EVO 2013 for outstanding service in the FGC.

to:

* Victor "Spooky" Fontanez - When a big tournament in the FGC needs to be streamed, chances are, Spooky is on the job. Creator of Team [=Sp00ky=], he is quite possibly the most experienced streamer of FGC main events. Ranging from the weekly Next Level Battle Circuit (where fellow Team [=Sp00ky=] member Arturo Sanchez occasionally helps out) to major events like Final Round, Spooky is reliable and consistent. Well liked and friendly, Spooky won the Cannon Award during EVO 2013 for outstanding service in the FGC. He finally got his big break in early 2016 when streaming developers [=XSplit=] offered him employment to promote and improve their services.
13th Sep '16 7:37:04 PM KingZeal
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Added DiffLines:

** Safe at X Range - A move which recovers fast enough when used at a specific distance (or position) that no move in the opponent's arsenal can reach far enough or fast enough to punish it.
13th Sep '16 7:14:09 PM sampacm
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* Super Move - AKA in Japanese, the ''Chou Hissatsu Waza'' (超必殺技, lit. Super Sure-Killing Art). A special move that also requires that the player expend some or all of their ManaMeter. Official names for the move type tend to vary, from "[[VideoGame/MarvelVsCapcom Hyper Combos]]" to "[[VideoGame/GuiltyGear Overdrives]]" to "[[VideoGame/TheKingOfFighters Desperation Moves]]" to "[[VideoGame/{{Skullgirls}} Blockbusters]]" to "[[VideoGame/BlazBlue Distortion Drives]]" and "[[VideoGame/SoulSeries Critical Edges]]."

to:

* Super Move - AKA in Japanese, the ''Chou Hissatsu Waza'' (超必殺技, lit. Super Sure-Killing Art). A special move that also requires that the player expend some or all of their ManaMeter. Official names for the move type tend to vary, from "[[VideoGame/MarvelVsCapcom Hyper Combos]]" to "[[VideoGame/GuiltyGear Overdrives]]" to "[[VideoGame/TheKingOfFighters Desperation Moves]]" to "[[VideoGame/{{Skullgirls}} Blockbusters]]" to "[[VideoGame/BlazBlue Distortion Drives]]" and to "[[VideoGame/SoulSeries Critical Edges]]."Edges]]" to "[[VideoGame/EternalFighterZero Eternity Specials]]".



** Roman Cancel/RC - Most instances of canceling require that the canceled attack is followed directly by another attack (in other words, canceled into another attack). However, certain games allow the ability to essentially cancel into nothing. This type of cancel is extremely powerful, as it completely resets the character's frames and removes any recovery, but has several limiting factors: it always costs meter, and it generally does not work with throws, projectiles, or attacks that whiff. A hallmark of Creator/ArcSystemWorks games (the term itself originates from ''VideoGame/GuiltyGear''), but other games can have them as well.

to:

** Roman Cancel/RC - Most instances of canceling require that the canceled attack is followed directly by another attack (in other words, canceled into another attack). However, certain games allow the ability to essentially cancel into nothing. This type of cancel is extremely powerful, as it completely resets the character's frames and removes any recovery, but has several limiting factors: it always costs meter, and it generally does not work with throws, projectiles, or attacks that whiff. A hallmark of Creator/ArcSystemWorks games (the term itself originates from ''VideoGame/GuiltyGear''), but other games can have them as well. We have, for example: the MAX Cancels in ''VideoGame/TheKingOfFighters'' ''2002'', its UpdatedRerelease ''KOF 2002 Unlimited Match'' and XIII, or the Instant Charges in ''VideoGame/EternalFighterZero''.
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