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Just thought I'd put some of the fighting game Terminology below for people to understand some of the mechanics if they are not familiar awith it it:

 

Crossup - A jumping attack that land on the other side from which you jumped. Extremely difficult to defend as you will generally be blocking in the direction of the jump

 

Cancel - Inputting another command/attack whilst the animation of the previous attack is in progress. This cancels the full animation of the attack whilst still giving the full damage and enabling a link to another attack

 

Meter - A total of 4 bars that can be accrued over the course of the fight to give different affects 

 

Meter Burn - Using a bar of the special meter to give an extra affect to the special moves.

 

Trait - A special ability unique to each character which will affect how they perform for a short period of time or give a unique ability

 

1/2/3 Buttons - To make remembering combos easier the buttons are often referred to as 1 - Light, 2 - Medium and 3 - Heavy. This aids in cross platform confusion

 

50/50 - An attack string that can result in an overhead or a low attack. Therefore giving the defender a 50/50 chance of getting the block string correct

 

Safe - A string of moves that, if blocked, cannot result in you being hit in completion

 

Punishable/Unsafe - A string of moves that, if blocked, can result in the opponent punishing with a free attack if timed correctly

 

Armour - The ability to absorb an attack without the resulting knockback/knockdown but will still take the damage

 

Anti Air - The ability to deal with an enemy jumping in

 

Projectiles - Any attack that fires a projectile which travels across the screen independent of the activating character

 

Footsies - Keeping the range between the characters at a safe distance with the hope of getting a small hit in.

 

Chip - The amount of damage taken when blocking attacks from an opponent

 

Combo/String - A series of attacks that link together without any interruption

 

Throw tech/escape - Pressing the throw button just after the opponent has initiated a throw will result in a throw escape

 

Hit confirm - Performing a safe attack, recognising that this has hit and then going on to perform the Unsafe portion of the combo

 

Juggle - Performing a combo whilst the target is airborne from a previous attack/combo. Therefore juggling them in the air where they are defenseless 

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2 hours ago, PlasticGaming said:

No juggle?!?


Sent from my iPhone using Tapatalk

 

Forgot about that one! Will put it in shortly, cheers Roberto

On 2017-6-4 at 11:22 AM, Stretch616 said:

Just thought I'd put some of the fighting game Terminology below for people to understand some of the mechanics if they are not familiar awith it it:

 

Crossup - A jumping attack that land on the other side from which you jumped. Extremely difficult to defend as you will generally be blocking in the direction of the jump

 

Cancel - Inputting another command/attack whilst the animation of the previous attack is in progress. This cancels the full animation of the attack whilst still giving the full damage and enabling a link to another attack

 

Meter - A total of 4 bars that can be accrued over the course of the fight to give different affects 

 

Meter Burn - Using a bar of the special meter to give an extra affect to the special moves.

 

Trait - A special ability unique to each character which will affect how they perform for a short period of time or give a unique ability

 

1/2/3 Buttons - To make remembering combos easier the buttons are often referred to as 1 - Light, 2 - Medium and 3 - Heavy. This aids in cross platform confusion

 

50/50 - An attack string that can result in an overhead or a low attack. Therefore giving the defender a 50/50 chance of getting the block string correct

 

Safe - A string of moves that, if blocked, cannot result in you being hit in completion

 

Punishable/Unsafe - A string of moves that, if blocked, can result in the opponent punishing with a free attack if timed correctly

 

Armour - The ability to absorb an attack without the resulting knockback/knockdown but will still take the damage

 

Anti Air - The ability to deal with an enemy jumping in

 

Projectiles - Any attack that fires a projectile which travels across the screen independent of the activating character

 

Footsies - Keeping the range between the characters at a safe distance with the hope of getting a small hit in.

 

Chip - The amount of damage taken when blocking attacks from an opponent

 

Combo/String - A series of attacks that link together without any interruption

 

Throw tech/escape - Pressing the throw button just after the opponent has initiated a throw will result in a throw escape

 

Hit confirm - Performing a safe attack, recognising that this has hit and then going on to perform the Unsafe portion of the combo

 

Juggle - Performing a combo whilst the target is airborne from a previous attack/combo. Therefore juggling them in the air where they are defenseless 

 

That's a great post mate. I'll have this with me when I try out Injustice later this week or even tonight if I get a spare moment.

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