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