History UsefulNotes / FightingGame

29th Apr '16 9:34:38 PM TheRoguePenguin
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[[AC:Basic Terminology]]



[[AC:Basic Terminology]]



* Evo Moments - Intense and often [[MemeticMutation memetic]] gameplay occurrences from the annual Evolution Championship Series, the premier fighting game tournament series in the US. The numbers seem to be chosen entirely at random.

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* Evo Moments - Intense and often [[MemeticMutation memetic]] memetic gameplay occurrences from the annual Evolution Championship Series, the premier fighting game tournament series in the US. The numbers seem to be chosen entirely at random.




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[[/index]]



* 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.
[[/index]]

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.
[[/index]]
FGC.
11th Apr '16 11:50:53 PM NeoChaos
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* Chung-gon "Poongko" Lee: A ''Street Fighter'' and ''VideoGame/TheKingOfFighters'' player known for exhibiting the precise knowledge and execution necessary to dominate with [[GlassCannon Seth]]. He is often called "The Machine" after he practiced the game for several hours straight after flying in for an Australian tournament, as well as for his execution skills. Infamous for [[BattleStrip taking off his shirt]] when he gets really serious against his opponents.

to:

* Chung-gon "Poongko" Lee: A ''Street Fighter'' and ''VideoGame/TheKingOfFighters'' player known for exhibiting the precise knowledge and execution necessary to dominate with [[GlassCannon Seth]]. He is often called "The Machine" after he practiced the game for several hours straight after flying in for an Australian tournament, as well as for his execution skills. Infamous for [[BattleStrip taking off his shirt]] when he gets really serious against his opponents. Currently a member of Team Secret.



* Hajime "Tokido" Taniguchi: Known [[NamesToRunAwayFromReallyFast variously]] as "[[WesternAnimation/{{Metalocalypse}} The Murder Face]]" and "[[Franchise/XMen The Ice Man]]", Tokido is one of the "Five Gods of 2D" in Japan, yet he has also won tournaments in 3D fighters like ''Tekken'', and even in games HE'S NOT KNOWN FOR PLAYING (e.g. his tournament wins in ''VideoGame/MarvelVsCapcom3'' and ''VideoGame/BlazBlue''). Most people nowadays know him for his legendary Akuma play in ''VideoGame/StreetFighterIV'', and he is widely considered to be one of the best Akuma players in the world. Sponsored by [=MadCatz=].

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* Hajime "Tokido" Taniguchi: Known [[NamesToRunAwayFromReallyFast variously]] as "[[WesternAnimation/{{Metalocalypse}} The Murder Face]]" and "[[Franchise/XMen The Ice Man]]", Tokido is one of the "Five Gods of 2D" in Japan, yet he has also won tournaments in 3D fighters like ''Tekken'', and even in games HE'S NOT KNOWN FOR PLAYING (e.g. his tournament wins in ''VideoGame/MarvelVsCapcom3'' and ''VideoGame/BlazBlue''). Most people nowadays know him for his legendary Akuma play in ''VideoGame/StreetFighterIV'', and he is widely considered to be one of the best Akuma players in the world. Sponsored Formerly sponsored by [=MadCatz=].



* Kenryo "Mago" Hayashi: The 4th member of the Five Gods of 2D. Mago is known far and wide nowadays for his usage of Fei Long and Yang, both of them being rekka characters. Noted for being quite the party animal when drunk, as shown at several of Canada Cup's after parties, which earned him the nickname of "Mago-san". Sponsored by Mad Catz along with fellow Gods Daigo and Tokido.

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* Kenryo "Mago" Hayashi: The 4th member of the Five Gods of 2D. Mago is known far and wide nowadays for his usage of Fei Long and Yang, both of them being rekka characters. Noted for being quite the party animal when drunk, as shown at several of Canada Cup's after parties, which earned him the nickname of "Mago-san". Sponsored Formerly sponsored by Mad Catz along with fellow Gods Daigo and Tokido.Catz.
3rd Apr '16 9:49:57 AM sampacm
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* Normal - A basic attack, performed by press a single attack button.
** Command Normal - AKA a Unique Move or in Japanese, ''Tokushu Waza'' (特殊技, lit. Unique Art) An attack performed by pressing an attack button in conjunction with a particular direction. Depending on the game, they might have properties that basic normal attacks don't have, such as being able to be comboed into from normal attacks or acting as overheads.



* [[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.
* [[{{Combos}} Combo]] - Short for "Combination Attack," this is a series of normal attacks performed back-to-back, usually capped off with a special move and/or super attack. The defining feature of a combo is that the the player being attacked is prevented from returning to a neutral state during its performance.
** Link combo - A combo where one move's animation must end before another move can be performed.
** [[LagCancel Chain combo]] - A combo where a move's animation may be interrupted with another move, provided the first attack connects with something.
* [[MutualKill Double KO]] - When both characters' health is depleted simultaneously. Whether this counts as a win for both players or a loss for both players varies from game to game, and in the case of the former, how the game handles a double KO in the final round of a match will vary as well.



* [[GrappleMove Throw]] - An attack dealt by first grabbing the opponent rather than simply striking them, ignoring their block. Depending on the game, there may be a dedicated throw button, or throws may be performed by pressing two particular attack buttons in conjunction.
** Throw Tech - The defense against throws, typically by inputting the same input as the throw quickly after the opponent's throw connects.
** Command Throw/Command Grab - An alternate type of throw possessed by some characters, performed by a special attack input, and with the directional input frequently being a 360-degree spin. They typically cannot be teched, do more damage than their normal counterparts, and/or have some sort of a special effect.
* [[{{Combos}} Combo]] - Short for "Combination Attack," this is a series of normal attacks performed back-to-back, usually capped off with a special move and/or super attack. The defining feature of a combo is that the the player being attacked is prevented from returning to a neutral state during its performance.
** Link combo - A combo where one move's animation must end before another move can be performed.
** [[LagCancel Chain combo]] - A combo where a move's animation may be interrupted with another move, provided the first attack connects with something.
* [[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.
** Charge Move - A special move whose command input involves holding ("charging") either a direction on the joystick or button(s) for a brief period of time. This kind of move is most popular in 2D fighters, although it is occasionally seen in 3D fighters (where it more commonly appears as a button press and release, rather than a joystick charge).
** 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.
* [[SwitchOutMove Snapback]] - In tag fighters, a move that forces the opponent to tag their current character out. Useful when an opponent tries to "save" a severely-injured character by tagging out, but always costs meter.
* 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]]."



* [[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.
* Wake Up - The time when a character is rising up off the ground.
** Wake Up [Move] - Refers to a move done as the character wakes up (wake up Shoryuken, wake up Ultra, etc.)
* [[MutualKill Double KO]] - When both characters' health is depleted simultaneously. Whether this counts as a win for both players or a loss for both players varies from game to game, and in the case of the former, how the game handles a double KO in the final round of a match will vary as well.

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* [[ScratchDamage Chip Damage]] Juggle - The largely reduced damage A combo that a character takes keeps the opponent in the air for the duration. Most games have few ways to recover from attacks while blocking. In some games, airborne, making juggling a key part of dealing damage. Often started with a launcher.
* Normal - A basic attack, performed by press a single attack button.
** Command Normal - AKA a Unique Move or in Japanese, ''Tokushu Waza'' (特殊技, lit. Unique Art) An attack performed by pressing an attack button in conjunction with a particular direction. Depending on the game, they might have properties that basic
normal attacks do not cause chip damage.
* Wake Up - The time when a character is rising up off the ground.
** Wake Up [Move] - Refers
don't have, such as being able to a move done as the character wakes up (wake up Shoryuken, wake up Ultra, etc.)
* [[MutualKill Double KO]] - When both characters' health is depleted simultaneously. Whether this counts as a win for both players or a loss for both players varies
be comboed into from game to game, and in the case of the former, how the game handles a double KO in the final round of a match will vary normal attacks or acting as well.overheads.



* [[SwitchOutMove Snapback]] - In tag fighters, a move that forces the opponent to tag their current character out. Useful when an opponent tries to "save" a severely-injured character by tagging out, but always costs meter.
* [[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.
** Charge Move - A special move whose command input involves holding ("charging") either a direction on the joystick or button(s) for a brief period of time. This kind of move is most popular in 2D fighters, although it is occasionally seen in 3D fighters (where it more commonly appears as a button press and release, rather than a joystick charge).
** 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]]" and "[[VideoGame/SoulSeries Critical Edges]]."
* [[GrappleMove Throw]] - An attack dealt by first grabbing the opponent rather than simply striking them, ignoring their block. Depending on the game, there may be a dedicated throw button, or throws may be performed by pressing two particular attack buttons in conjunction.
** Throw Tech - The defense against throws, typically by inputting the same input as the throw quickly after the opponent's throw connects.
** Command Throw/Command Grab - An alternate type of throw possessed by some characters, performed by a special attack input, and with the directional input frequently being a 360-degree spin. They typically cannot be teched, do more damage than their normal counterparts, and/or have some sort of a special effect.
* Wake Up - The time when a character is rising up off the ground.
** Wake Up [Move] - Refers to a move done as the character wakes up (wake up Shoryuken, wake up Ultra, etc.)



* Juggle - A combo that keeps the opponent in the air for the duration. Most games have few ways to recover from attacks while airborne, making juggling a key part of dealing damage. Often started with a launcher.

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* Juggle - A combo that keeps the opponent in the air for the duration. Most games have few ways to recover from attacks while airborne, making juggling a key part of dealing damage. Often started with a launcher.



* Yomi - The ability to know what your opponent is going to do, either by conditioning your opponent to think the way you want them to or by learning how they already think.

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* Yomi - The ability to know what your opponent is going to do, either [[BatmanGambit by conditioning your opponent to think the way you want them to to]] or by learning how they already think.
19th Mar '16 10:01:45 PM NeoChaos
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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, [=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 [=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.
19th Mar '16 10:01:22 PM NeoChaos
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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 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.
22nd Feb '16 3:25:34 AM ssbmfreak36
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Added DiffLines:

* 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.
13th Feb '16 5:47:32 PM NeoChaos
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* Olivier "[[Manga/OnePiece Luffy]]" Hay: French player that has established himself alongside Ryan Hart and Alioune as one of the top players from Europe. A long-time Rose user since the original release of ''Street Fighter IV'', he is considered one of the top players of the character, which was reaffirmed with his performance at Evo 2014's ''Ultra [=SF4=]'' tournament, where he took first place. Formerly sponsored by Meltdown Gaming.

to:

* Olivier "[[Manga/OnePiece Luffy]]" Hay: French player that has established himself alongside Ryan Hart and Alioune as one of the top players from Europe. A long-time Rose user since the original release of ''Street Fighter IV'', he is considered one of the top players of the character, which was reaffirmed with his performance at Evo 2014's ''Ultra [=SF4=]'' tournament, where he took first place. Formerly Currently sponsored by Meltdown Gaming.Red Bull.
11th Feb '16 11:13:42 PM NeoChaos
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* Chung-gon "Poongko" Lee: A ''Street Fighter'' and ''VideoGame/TheKingOfFighters'' player known for exhibiting the precise knowledge and execution necessary to dominate with [[GlassCannon Seth]]. He is often called "The Machine" after he practiced the game for several hours straight after flying in for an Australian tournament, as well as for his execution skills. Currently a member of [=CafeId=], a team of Korea's best fighting game players. Infamous for [[BattleStrip taking off his shirt]] when he gets really serious against his opponents.

to:

* Chung-gon "Poongko" Lee: A ''Street Fighter'' and ''VideoGame/TheKingOfFighters'' player known for exhibiting the precise knowledge and execution necessary to dominate with [[GlassCannon Seth]]. He is often called "The Machine" after he practiced the game for several hours straight after flying in for an Australian tournament, as well as for his execution skills. Currently a member of [=CafeId=], a team of Korea's best fighting game players. Infamous for [[BattleStrip taking off his shirt]] when he gets really serious against his opponents.
30th Jan '16 7:25:08 PM Luigifan
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** Blockstring - A "combo" where the blockstun of the previous move lasts long enough for the next move to connect, preventing the opponent from responding. Pseudo-blockstings look like true blockstrings, but can be escaped by attacking during the correct time, usually using a [[{{Shoryuken}} DP]] to take advantage of the invincible start up.

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** Blockstring - A "combo" where the blockstun of the previous move lasts long enough for the next move to connect, preventing the opponent from responding. Pseudo-blockstings Pseudo-blockstrings look like true blockstrings, but can be escaped by attacking during the correct time, usually using a [[{{Shoryuken}} DP]] to take advantage of the invincible start up.



** Command Throw/Command Grab - An alternate type of throw possessed by some characters, performed by a special attack input, and with the directional input frequently being a 360-degree spin. They typically cannot be teched, do more damage than their normal counterparts and/or have some sort of a special effect.

to:

** Command Throw/Command Grab - An alternate type of throw possessed by some characters, performed by a special attack input, and with the directional input frequently being a 360-degree spin. They typically cannot be teched, do more damage than their normal counterparts counterparts, and/or have some sort of a special effect.



* [[MutualKill Double KO]] - When both characters' health is depleted simultaneously. Whether this counts as a win for both players or a loss for both players varies from game to game, and in the case of the former, how the game handles a double KO in final round of a match will vary as well.
* Safe - A move which recovers fast enough so that the opponent cannot punish your recovery. Unsafe denotes the opposite.

to:

* [[MutualKill Double KO]] - When both characters' health is depleted simultaneously. Whether this counts as a win for both players or a loss for both players varies from game to game, and in the case of the former, how the game handles a double KO in the final round of a match will vary as well.
* Safe - A move which recovers fast enough so that the opponent cannot punish your recovery. Unsafe denotes the opposite.



* Auto Guard - Once a character is in blockstun, the defending player can let go of the block and their character will still remain blocking as long as they remain in blockstun, even if the attacked is doing multiple attacks. This allows players to input the commands for reversal attacks and is standard in most fighting games, with some exception. ''VideoGame/StreetFighterIII [[UpdatedRerelease 3rdStrike]]'' did not have it since that game allowed players to parry out of blockstun ("Red Parry"), meanwhile ''VideoGame/MarvelVsCapcom2'' and ''VideoGame/{{Skullgirls}}'' allow players to get out of blockstun by returning the joystick to neutral (no direction), but only after push blocking.
** Also refers to the character automatically blocking high when there are no directional inputs, prevalent in 3D games like ''VideoGame/{{Tekken}}'', ''VideoGame/SoulCalibur'' and ''VideoGame/BloodyRoar''.

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* Auto Guard - Once a character is in blockstun, the defending player can let go of the block and their character will still remain blocking as long as they remain in blockstun, even if the attacked attacker is doing multiple attacks. This allows players to input the commands for reversal attacks and is standard in most fighting games, with some exception. exceptions. ''VideoGame/StreetFighterIII [[UpdatedRerelease 3rdStrike]]'' did not have it since that game allowed players to parry out of blockstun ("Red Parry"), meanwhile Parry"); meanwhile, ''VideoGame/MarvelVsCapcom2'' and ''VideoGame/{{Skullgirls}}'' allow players to get out of blockstun by returning the joystick to neutral (no direction), but only after push blocking.
** Also refers to the character automatically blocking high when there are no directional inputs, prevalent in 3D games like ''VideoGame/{{Tekken}}'', ''VideoGame/SoulCalibur'' ''VideoGame/SoulCalibur'', and ''VideoGame/BloodyRoar''.



* 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.

to:

* 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 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.



* Damage Scaling - As a combo continues, each successive attack receives a decreasing multiplier to its base damage. Some game count a single multi-hit attack as one move for the purpose of scaling.
* Delayed Wakeup - The ability for a downed player to delay the time that they get up from an attack, usually with a specific command input. This prevents an opponent from perfectly timing a followup and may even leave them open for punishes. This term is typically reserved for games in which wakeup is automatic (most 2D fighters, for example). Some fighters, such as ''VideoGame/{{Tekken}}'', ''VideoGame/SoulSeries'', or ''VideoGame/SuperSmashBros'' will not initiate wakeup until the player presses a button.
* Footsies - An advanced tactic where two opponents keep space between each other, purposely whiffing attacks to get the other player to make a mistake when punishing so one player can attack. Happens more in slower-paced fighting games like ''Franchise/StreetFighter'' and ''VideoGame/StreetFighterXTekken'' than faster paced ones.

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* Damage Scaling - As a combo continues, each successive attack receives a decreasing multiplier to its base damage. Some game games count a single multi-hit attack as one move for the purpose of scaling.
* Delayed Wakeup - The ability for a downed player to delay the time that they get up from an attack, usually with a specific command input. This prevents an opponent from perfectly timing a followup and may even leave them open for punishes. This term is typically reserved for games in which wakeup is automatic (most 2D fighters, for example). Some fighters, such as ''VideoGame/{{Tekken}}'', ''VideoGame/SoulSeries'', or ''VideoGame/SuperSmashBros'' ''VideoGame/SuperSmashBros'', will not initiate wakeup until the player presses a button.
* Footsies - An advanced tactic where two opponents keep space between each other, purposely whiffing attacks to get the other player to make a mistake when punishing so one player can attack. Happens more in slower-paced fighting games like ''Franchise/StreetFighter'' and ''VideoGame/StreetFighterXTekken'' than faster paced faster-paced ones.



* Infinite (Combo, Loop) - A move, combo or set of moves that can be repeatedly done until the opponent is defeated. Some games will forcibly end combos at a certain point in order to prevent infinites (for example, ''Street Fighter X Tekken'' will automatically cancel out any damage or hitstun from attacks when a combo reaches 99 hits).

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* Infinite (Combo, Loop) - A move, combo combo, or set of moves that can be repeatedly done until the opponent is defeated. Some games will forcibly end combos at a certain point in order to prevent infinites (for example, ''Street Fighter X Tekken'' will automatically cancel out any damage or hitstun from attacks when a combo reaches 99 hits).



* Loop - A move or set of moves that can be done repeatedly to continue a combo, eventually ending because of hitstun scaling, pushback or some other form of game mechanic that prevents infinite combos.

to:

* Loop - A move or set of moves that can be done repeatedly to continue a combo, eventually ending because of hitstun scaling, pushback pushback, or some other form of game mechanic that prevents infinite combos.



* Plus/Minus Frames - A term referring to the difference in frames after a character hits another. Can refer to whether a move hits or is blocked

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* Plus/Minus Frames - A term referring to the difference in frames after a character hits another. Can refer to whether a move hits or is blockedblocked.



* 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 hit stun.
* [[ImmuneToFlinching Super Armor, Hyper Armor]] - A move that has the super armor property allows its character take a preset amount of hits or damage during its animation without being interrupted. Moves with a hyper armor property let the character suffer an unlimited amount of damage without being interrupted.

to:

* 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 hit stun.
hitstun.
* [[ImmuneToFlinching Super Armor, Hyper Armor]] - A move that has the super armor property allows its character to take a preset amount of hits or damage during its animation without being interrupted. Moves with a hyper armor property let the character suffer an unlimited amount of damage without being interrupted.



** Throw Tech - AKA a Break Away, Throw Break or Throw Escape. In many fighting games, characters can attempt to escape throws that are being performed on them by their opponents. Depending on the game, this action can either completely negate or significantly lessen the amount of damage the throw does, but as a trade-off, command throws cannot be teched (except in certain game-specific circumstances).

to:

** Throw Tech - AKA a Break Away, Throw Break Break, or Throw Escape. In many fighting games, characters can attempt to escape throws that are being performed on them by their opponents. Depending on the game, this action can either completely negate or significantly lessen the amount of damage the throw does, but as a trade-off, command throws cannot be teched (except in certain game-specific circumstances).



* Vortex - The act of repeatedly resetting an opponent back into a combo by using a series of mix-ups in between. A vortex is NOT simply a mixup after a combo; it must be able to lead back into a combo leading into another mixup.

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* Vortex - The act of repeatedly resetting an opponent back into a combo by using a series of mix-ups in between. A vortex is NOT ''not'' simply a mixup after a combo; it must be able to lead back into a combo leading into another mixup.



* 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 its used is completely different.

to:

* 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 its it's used is completely different.



* Download(ing/ed) - The act of playing in a manner to reveal your opponents reactions to certain situations (for example, doing low pokes to judge if they will Dragon Punch or block). Sometimes involves deliberately losing a round or even a game in order to win the whole set. A "downloaded" player is one who's playstyle is easily read by the other one. (Also see Read, below.)

to:

* Download(ing/ed) - The act of playing in a manner to reveal your opponents reactions to certain situations (for example, doing low pokes to judge if they will Dragon Punch or block). Sometimes involves deliberately losing a round or even a game in order to win the whole set. A "downloaded" player is one who's whose playstyle is easily read by the other one. (Also see Read, below.)



** Damage Engine - a character in a team who's main goal is to deal as much damage as possible to the opposing teams characters.
** Meter Engine - a character who's purpose in a team is to build meter for the characters who're acting as the damage engines. See also "Battery" above.

to:

** Damage Engine - a character in a team who's whose main goal is to deal as much damage as possible to the opposing teams team's characters.
** Meter Engine - a character who's whose purpose in a team is to build meter for the characters who're acting as the damage engines. See also "Battery" above.



** [[http://www.youtube.com/watch?v=KS7hkwbKmBM Evo Moment #37]] - From Evo 2004, the [[Awesome/ProGaming now infamous comeback]] from Daigo Umehara's Ken against Justin Wong's Chun-Li in the final round of match one in the loser's bracket finals. With Ken down to just a pixel of health, even chip damage would knock him out. By keeping his distance from Chun-Li, Daigo successfully baited Justin Wong in to attempting to decisively end the match with Chun-Li's Houyokusen super move, a lightning fast 15-hit combo. Daigo proceeded to parry every single hit of the combo -- a daring tactic which would allow him to weather the assault unscathed, but where a single mistake would cost him the match -- and position himself to deliver a super of his own, turning what would've been an easy win for Wong into the most infamous comeback in fighting game history. This moment has been [[AscendedMeme recreated in official material]], appearing as one of the trials in ''VideoGame/StreetFighterIII: 3rd Strike Online Edition'' and at the end of trailer for ''Ultimate VideoGame/MarvelVsCapcom3''[='s=] Heroes and Heralds mode (with Ryu standing in for Ken).

to:

** [[http://www.youtube.com/watch?v=KS7hkwbKmBM Evo Moment #37]] - From Evo 2004, the [[Awesome/ProGaming now infamous comeback]] from Daigo Umehara's Ken against Justin Wong's Chun-Li in the final round of match one in the loser's bracket finals. With Ken down to just a pixel of health, even chip damage would knock him out. By keeping his distance from Chun-Li, Daigo successfully baited Justin Wong in to into attempting to decisively end the match with Chun-Li's Houyokusen super move, a lightning fast 15-hit combo. Daigo proceeded to parry every single hit of the combo -- a daring tactic which would allow him to weather the assault unscathed, but where a single mistake would cost him the match -- and position himself to deliver a super of his own, turning what would've been an easy win for Wong into the most infamous comeback in fighting game history. This moment has been [[AscendedMeme recreated in official material]], appearing as one of the trials in ''VideoGame/StreetFighterIII: 3rd Strike Online Edition'' and at the end of the trailer for ''Ultimate VideoGame/MarvelVsCapcom3''[='s=] Heroes and Heralds mode (with Ryu standing in for Ken).



* Finishing their Plate - When a character finishes a long, complicated and difficult combo or move without dropping it, especially one that involves guaranteed death for the other character. Failing to "finish their plate" is typically the mark of an inefficient player.

to:

* Finishing their Plate - When a character finishes a long, complicated complicated, and difficult combo or move without dropping it, especially one that involves guaranteed death for the other character. Failing to "finish their plate" is typically the mark of an inefficient player.



* Read - The act of correctly predicting your opponents reaction to a situation (such as being knocked down). Often used in the context during commentary to reads done in high-pressure situations or reading things that are not usually expected.

to:

* Read - The act of correctly predicting your opponents opponent's reaction to a situation (such as being knocked down). Often used in the context during commentary to reads done in high-pressure situations or reading things that are not usually expected.



* Chung-gon "Poongko" Lee: A ''Street Fighter'' and ''VideoGame/TheKingOfFighters'' player known for exhibiting the precise knowledge and execution necessary to dominate with [[GlassCannon Seth]]. He is often called "The Machine" after he practiced the game for several hours straight after flying in for an Australian tournament, as well as for his execution skills. Currently a member of [=CafeId=], a team of Korea's best fighting game players. Infamous for [[BattleStrip taking of his shirt]] when he gets really serious against his opponents.

to:

* Chung-gon "Poongko" Lee: A ''Street Fighter'' and ''VideoGame/TheKingOfFighters'' player known for exhibiting the precise knowledge and execution necessary to dominate with [[GlassCannon Seth]]. He is often called "The Machine" after he practiced the game for several hours straight after flying in for an Australian tournament, as well as for his execution skills. Currently a member of [=CafeId=], a team of Korea's best fighting game players. Infamous for [[BattleStrip taking of off his shirt]] when he gets really serious against his opponents.
19th Jan '16 3:27:59 AM Adept
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* Dominique "[=SonicFox=]" [=McLean=]: American player who has the unique distinction of being one of the best fighting game players who doesn't actively play either major Capcom game. His specialties are games from Netherrealm Studios, where he's won Evo tournaments for ''InjusticeGodsAmongUs'' and ''MortalKombatX'', though he also plays (and has won tournaments for) ''DeadOrAlive5'', ''UnderNightInBirth'' and ''VideoGame/{{Skullgirls}}''. Currently a member of Team Critical Reaction.

to:

* Dominique "[=SonicFox=]" [=McLean=]: American player who has the unique distinction of being one of the best fighting game players who doesn't actively play either major Capcom game. His specialties are games from Netherrealm Studios, where he's won Evo tournaments for ''InjusticeGodsAmongUs'' ''VideoGame/InjusticeGodsAmongUs'' and ''MortalKombatX'', ''VideoGame/MortalKombatX'', though he also plays (and has won tournaments for) ''DeadOrAlive5'', ''UnderNightInBirth'' ''VideoGame/DeadOrAlive5'', ''VideoGame/UnderNightInBirth'' and ''VideoGame/{{Skullgirls}}''. Currently a member of Team Critical Reaction.
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