User Info: Jaded_Dragon Jaded_Dragon 2 years ago #1 Beginners Fighting Game Terminology: This will primarily be for DBZF, although some information will be usable on other fighting games as well.



What this is for: This is simply so that new players will have an easier time understanding the mechanics of the game and become more familiar with terms that they will hear often in this game and other fighting games. Hopefully if this gets a sticky it will cut down on numerous “What is Dragon Rush? What is a SRK? What’s a THC?” topics that are sure to happen when players new to fighting games join.



What this is not: This is not for combo help or to substitute as a tutorial for the game. There ARE things in this guide that I mention that can be used to extend combos or do more damage, but the purpose of this is more for definition sake and not for how to use them during a match.



AA: Anti-Air. Any attack that is used to beat out an incoming jumping attack.



Anchor: In team-based fighting games, the 3rd character on your team is generally called the anchor. This doesn’t necessarily have to be the 3rd character selected, just the character that you intend to have close out your matches or be your sole remaining character. A character can be an anchor for a variety of reasons. It could just be that it’s your best character and you want them at the end with a max powered sparking burst. It could also be that they have very good EX moves or Supers and you want as much super meter to work with as possible. It’s up to you to decide who you want in there at the end.



Attack: This is self-explanatory; an attack is any move that will deal damage to your opponent.



Assists (Or Z Assists): DBFZ being a 3v3 game, you will choose you’re the characters for the match and the first character selected will be the lead character. The other two characters can be switched to or called in to perform an assist by pressing either A1 or A2. For most assists, the character will hop in, launch an attack, and then leave. Some other assists, such as Krillin, will have an additional benefit of throwing out a Senzu bean, allowing you to recover some health.



Assists Gauge: To the top left of your screen you will find your health gauge and your assist gauge. Your assist gauge cannot be seen until you either use an assist or switch your characters out. After you perform either action, you will notice that the character who just performed an assist, or the character who just left the battle; will have their portrait dimmed and a refilling line on the top and bottom of the portrait. Once the lines reach the end, that character is available to be called in again.



Auto Combo: Auto combos are done by repeatedly pressing Light Attack or Medium Attack. They are great for beginners who are just learning the game, but are far from optimal.



Baiting: Attempting to get your opponent to use a specific move so that you can counter it. IE: Quickly pressing Ki charge and immediately releasing may prompt your opponent to attempt a Super Dash to punish your ki charge. But, that’s exactly what you wanted to happen so you could counter with a 2H.



Block: Preventing damage being done to your character. Throws and Command throws cannot be blocked and must be teched or jumped out of.



Block Stun: Block stun is the amount of time your character is in the block animation after successfully blocking an attack. While you are in block stun, you will be unable to move or perform any attacks of your own.



B n’ B: Bread n’ Butter. These are easy to do run of the mill combos that do decent damage. Because this game has more of a universal combo system, bnb’s will most likely end up being fairly similar for each character. ~ Not changing this until the Madden Franchise has a decent running game!

Started 8/24/2009 --- http://suchanerdpod.podomatic.com/ : This will primarily be for DBZF, although some information will be usable on other fighting games as well.This is simply so that new players will have an easier time understanding the mechanics of the game and become more familiar with terms that they will hear often in this game and other fighting games. Hopefully if this gets a sticky it will cut down on numerous “What is Dragon Rush? What is a SRK? What’s a THC?” topics that are sure to happen when players new to fighting games join.This is not for combo help or to substitute as a tutorial for the game. There ARE things in this guide that I mention that can be used to extend combos or do more damage, but the purpose of this is more for definition sake and not for how to use them during a match.Anti-Air. Any attack that is used to beat out an incoming jumping attack.In team-based fighting games, the 3rd character on your team is generally called the anchor. This doesn’t necessarily have to be the 3rd character selected, just the character that you intend to have close out your matches or be your sole remaining character. A character can be an anchor for a variety of reasons. It could just be that it’s your best character and you want them at the end with a max powered sparking burst. It could also be that they have very good EX moves or Supers and you want as much super meter to work with as possible. It’s up to you to decide who you want in there at the end.This is self-explanatory; an attack is any move that will deal damage to your opponent.DBFZ being a 3v3 game, you will choose you’re the characters for the match and the first character selected will be the lead character. The other two characters can be switched to or called in to perform an assist by pressing either A1 or A2. For most assists, the character will hop in, launch an attack, and then leave. Some other assists, such as Krillin, will have an additional benefit of throwing out a Senzu bean, allowing you to recover some health.To the top left of your screen you will find your health gauge and your assist gauge. Your assist gauge cannot be seen until you either use an assist or switch your characters out. After you perform either action, you will notice that the character who just performed an assist, or the character who just left the battle; will have their portrait dimmed and a refilling line on the top and bottom of the portrait. Once the lines reach the end, that character is available to be called in again.Auto combos are done by repeatedly pressing Light Attack or Medium Attack. They are great for beginners who are just learning the game, but are far from optimal.Attempting to get your opponent to use a specific move so that you can counter it. IE: Quickly pressing Ki charge and immediately releasing may prompt your opponent to attempt a Super Dash to punish your ki charge. But, that’s exactly what you wanted to happen so you could counter with a 2H.Preventing damage being done to your character. Throws and Command throws cannot be blocked and must be teched or jumped out of.Block stun is the amount of time your character is in the block animation after successfully blocking an attack. While you are in block stun, you will be unable to move or perform any attacks of your own.Bread n’ Butter. These are easy to do run of the mill combos that do decent damage. Because this game has more of a universal combo system, bnb’s will most likely end up being fairly similar for each character.

User Info: Jaded_Dragon Jaded_Dragon (Topic Creator) 2 years ago #2 Cancel: Cancel is a move, normally a special or EX, that can be used to cancel certain recovery frames on your normal attacks and continue or end a combo. Many anime inspired fighting games, including this one, can use a special kind of cancel called a jump cancel, or jc. When you are in the air you can jump cancel any normal attack to continue a combo. IE: L, M, jc. L, M, H Doing this will allow you to land to extra hits before finishing the combo off.



Chip Damage: Chip damage is a small amount of damage received while you are blocking. This damage in this particular game is very minimal, even against large screen filling level 3 Super attacks.



Combo: A series of attacks that a strung together that your opponent is unable to recover from before the next attack hits. This particular game features auto combos that can be done by multiple presses of square or triangle. More advanced combos can be done using combinations of L, M, H and Special buttons, along with other game mechanics like super dashing and vanish attacks.



Counter: A counter occurs by having an attack of yours hit your opponent during their start-up frames of an attack. The announcer will say ‘Counter’ and you will see the words ‘Counter’ appear under your health gauge.



Cross Up: A cross up is an attack that must be blocked the opposite direction of which you are facing. These are normally done with a certain jumping attack. You want to jump from a distance so that your attack actually connects behind the opponent. These attacks are meant to confuse your opponent and can be great set up tools when used properly. Some Super attacks, such as Goku’s level 3 Warp Kamehameha can cross an opponent up as well.



Delayed Wake-Up: If you are knocked to the ground, you can hold down on the controls to make your character do a delayed wake-up. They will stay on the ground for extra time. The purpose of this is to throw off the timing of your opponent and hopefully prevent you from have to dealing with meaty situations.



Directional and Button Inputs:

QCF – Quarter Circle Forward. Pressing Down, Down-Forward, Forward in one smooth motion.

QCB- Quarter Circle Back.

HCF – Half Circle From Back to Forward

HCB – Half Circle From Forward to Back

U - UP

D - Down

L - Left

R – Right

j. – Jump

jc. - Jump Cancel

st. – Standing

cr. – Crouch

sd. – Super Dash

dr. – Dragon Rush

va. – Vanish Attack

zc. (or cs) – Z Change or Character Switch

UZC. (or THC) – Ultimate Z Change or Team Hyper Combo

IAD. – Instant Air Dash



L – Light

M – Medium

H – Hard or Heavy

S – Special

A1 – Assist 1

A2 – Assist 2



The Grid System: Some fighting games, predominantly Arcsys games and other anime fighters use a grid or keyboard layout terminology to write down or say certain moves.



Imagine your D-Pad or Stick is a number pad on a phone where 5 is your pad in resting condition, or neutral.



7 8 9

4 5 6

1 2 3



So down would be 2, Up would be 8, right is 6, etc.



https://i.imgur.com/kbDQQos.png



So, if you wanted to explain what a DP motion is to someone you would not have to type out F, D, DF, P; you could simply say 623P.



Empty Jump: An empty jump is just jumping without attacking. These are used as another mix up tool to confuse your opponent. Jump in attacks must be blocked high, so doing a neutral empty jump in your opponent’s face will often cause them to shift from a down-back block to a back block, meaning they are now vulnerable to low strikes. This is commonly referred to as an ‘empty jump low’. ~ Not changing this until the Madden Franchise has a decent running game!

Started 8/24/2009 --- http://suchanerdpod.podomatic.com/ Cancel is a move, normally a special or EX, that can be used to cancel certain recovery frames on your normal attacks and continue or end a combo. Many anime inspired fighting games, including this one, can use a special kind of cancel called a jump cancel, or jc. When you are in the air you can jump cancel any normal attack to continue a combo. IE: L, M, jc. L, M, H Doing this will allow you to land to extra hits before finishing the combo off.Chip damage is a small amount of damage received while you are blocking. This damage in this particular game is very minimal, even against large screen filling level 3 Super attacks.A series of attacks that a strung together that your opponent is unable to recover from before the next attack hits. This particular game features auto combos that can be done by multiple presses of square or triangle. More advanced combos can be done using combinations of L, M, H and Special buttons, along with other game mechanics like super dashing and vanish attacks.A counter occurs by having an attack of yours hit your opponent during their start-up frames of an attack. The announcer will say ‘Counter’ and you will see the words ‘Counter’ appear under your health gauge.A cross up is an attack that must be blocked the opposite direction of which you are facing. These are normally done with a certain jumping attack. You want to jump from a distance so that your attack actually connects behind the opponent. These attacks are meant to confuse your opponent and can be great set up tools when used properly. Some Super attacks, such as Goku’s level 3 Warp Kamehameha can cross an opponent up as well.If you are knocked to the ground, you can hold down on the controls to make your character do a delayed wake-up. They will stay on the ground for extra time. The purpose of this is to throw off the timing of your opponent and hopefully prevent you from have to dealing with meaty situations.QCF – Quarter Circle Forward. Pressing Down, Down-Forward, Forward in one smooth motion.QCB- Quarter Circle Back.HCF – Half Circle From Back to ForwardHCB – Half Circle From Forward to BackU - UPD - DownL - LeftR – Rightj. – Jumpjc. - Jump Cancelst. – Standingcr. – Crouchsd. – Super Dashdr. – Dragon Rushva. – Vanish Attackzc. (or cs) – Z Change or Character SwitchUZC. (or THC) – Ultimate Z Change or Team Hyper ComboIAD. – Instant Air DashL – LightM – MediumH – Hard or HeavyS – SpecialA1 – Assist 1A2 – Assist 2The Grid System: Some fighting games, predominantly Arcsys games and other anime fighters use a grid or keyboard layout terminology to write down or say certain moves.Imagine your D-Pad or Stick is a number pad on a phone where 5 is your pad in resting condition, or neutral.7 8 94 5 61 2 3So down would be 2, Up would be 8, right is 6, etc.https://i.imgur.com/kbDQQos.pngSo, if you wanted to explain what a DP motion is to someone you would not have to type out F, D, DF, P; you could simply say 623P.An empty jump is just jumping without attacking. These are used as another mix up tool to confuse your opponent. Jump in attacks must be blocked high, so doing a neutral empty jump in your opponent’s face will often cause them to shift from a down-back block to a back block, meaning they are now vulnerable to low strikes. This is commonly referred to as an ‘empty jump low’.

User Info: Jaded_Dragon Jaded_Dragon (Topic Creator) 2 years ago #3 EX Moves: EX Moves require one bar of your super gauge and deal increased damage to your opponent over regular specials. For Example, use Vegeta’s 214A special. Normally he will do a DP motion upwards with his knee and then kick his opponent back to the ground. Using L for the attack will do a simple 2-hit Up then down attack. Using M will do the same move, but the hits will do a bit more damage. Using the H version will add many hits on the way up and do increased damage at the cost of one of your super bars.



Footsies: Footsies are when two players stay just out of range of each other, dancing back and forth while looking for counter hit and punish opportunities.



Frames: A lot of people have trouble understanding frames at first, but it’s very easy to grasp once you understand exactly what you are looking at. Let’s take a look at Vega’s Standing Light Kick from SFV.

Startup - 3

Active- 2

Recovery- 9

oH- 4

oB- 2



So, what does this mean?



The attack has 3 frames of startup animation and becomes active on the 4th frame. During start-up you are vulnerable to counter hits and are not able to hit your opponent or cancel the move. It has 2 active frames, meaning that for 2 frames the attack can connect with your opponent and it has 9 recovery frames, meaning that it takes 9 frames of animation for you to return to normal stance. During these frames, you are open to being whiff punished if you did not connect on hit or block.



Should you make contact with your opponent, you will have a 4 frame advantage on hit, and a 2 frame advantage on block. This means a few things for you. First, it being a 4 frame advantage on hit means that you can follow up with any additional normal button that has a 4 frame start up or less in order to combo your opponent. So for Vega, you would be able to follow this up with another standing light kick, a no claw standing light punch which has a 4 frame start up, a no claw crouching light punch, or a claw on crouching light punch.



Because the fastest normal button in SFV has a 3 frame start up, that means that your standing light kick is considered ‘safe’ because in either scenario you will recover before your opponent can punish you. Any attack that is -3 or less is generally considered safe. Some attacks that have a longer recovery can also be safe when spaced correctly because the start up animation of your counter attack will not reach them at a distance before they have a chance to recover.



Blue Life: Blue life is recoverable life should your character switch places with a team mate. The amount you can recover is always half of your initial damage lost, except for Super attacks that were not combo'd into. In that scenario, all lost life from the raw Super is recoverable. Example: When the match starts you are at 100% life. You eat a combo and are taken down to 50% life. Your recoverable Blue Life will be 25%, meaning if you were tag out now and your character is able to ‘rest’ They could potentially come back in at 75% Life.



The only time this does not apply is if your opponent does a snap-back attack and brings the injured character back in. Should they do this, you will lose all Blue Health completely. Using the example above, let’s say you were able to regen 10% of your missing health, so you come back in with 60% health and the remaining 15% that you COULD have recovered, is no longer recoverable.



Cover: To cover yourself in a team-based game usually means using your assist to cover otherwise unsafe options. IE: You want to use Ki Charge to gain some Ki, but it’s incredibly easy to punish. You start your Ki charge and immediately call in Goku to use his Kamehameha to act as a shield and prevent your opponent from using Super Dash to punish your Ki charge. ~ Not changing this until the Madden Franchise has a decent running game!

Started 8/24/2009 --- http://suchanerdpod.podomatic.com/ EX Moves require one bar of your super gauge and deal increased damage to your opponent over regular specials. For Example, use Vegeta’s 214A special. Normally he will do a DP motion upwards with his knee and then kick his opponent back to the ground. Using L for the attack will do a simple 2-hit Up then down attack. Using M will do the same move, but the hits will do a bit more damage. Using the H version will add many hits on the way up and do increased damage at the cost of one of your super bars.Footsies are when two players stay just out of range of each other, dancing back and forth while looking for counter hit and punish opportunities.A lot of people have trouble understanding frames at first, but it’s very easy to grasp once you understand exactly what you are looking at. Let’s take a look at Vega’s Standing Light Kick from SFV.Startup - 3Active- 2Recovery- 9oH- 4oB- 2So, what does this mean?The attack has 3 frames of startup animation and becomes active on the 4th frame. During start-up you are vulnerable to counter hits and are not able to hit your opponent or cancel the move. It has 2 active frames, meaning that for 2 frames the attack can connect with your opponent and it has 9 recovery frames, meaning that it takes 9 frames of animation for you to return to normal stance. During these frames, you are open to being whiff punished if you did not connect on hit or block.Should you make contact with your opponent, you will have a 4 frame advantage on hit, and a 2 frame advantage on block. This means a few things for you. First, it being a 4 frame advantage on hit means that you can follow up with any additional normal button that has a 4 frame start up or less in order to combo your opponent. So for Vega, you would be able to follow this up with another standing light kick, a no claw standing light punch which has a 4 frame start up, a no claw crouching light punch, or a claw on crouching light punch.Because the fastest normal button in SFV has a 3 frame start up, that means that your standing light kick is considered ‘safe’ because in either scenario you will recover before your opponent can punish you. Any attack that is -3 or less is generally considered safe. Some attacks that have a longer recovery can also be safe when spaced correctly because the start up animation of your counter attack will not reach them at a distance before they have a chance to recover.Blue life is recoverable life should your character switch places with a team mate. The amount you can recover is always half of your initial damage lost, except for Super attacks that were not combo'd into. In that scenario, all lost life from the raw Super is recoverable. Example: When the match starts you are at 100% life. You eat a combo and are taken down to 50% life. Your recoverable Blue Life will be 25%, meaning if you were tag out now and your character is able to ‘rest’ They could potentially come back in at 75% Life.The only time this does not apply is if your opponent does a snap-back attack and brings the injured character back in. Should they do this, you will lose all Blue Health completely. Using the example above, let’s say you were able to regen 10% of your missing health, so you come back in with 60% health and the remaining 15% that you COULD have recovered, is no longer recoverable.To cover yourself in a team-based game usually means using your assist to cover otherwise unsafe options. IE: You want to use Ki Charge to gain some Ki, but it’s incredibly easy to punish. You start your Ki charge and immediately call in Goku to use his Kamehameha to act as a shield and prevent your opponent from using Super Dash to punish your Ki charge.

User Info: Jaded_Dragon Jaded_Dragon (Topic Creator) 2 years ago #4 Dash: Dashing is done by pressing forward or backwards twice rapidly. Pressing forward twice will dash forward and twice backwards will dash backwards. These can also be done in the air for extra mobility.



Dragon Rush: Dragon Rush is done by pressing the L + M buttons together. Your character will give off a small green circular aura and move forward a small distance. Should you connect with your opponent, you will land strikes in very rapid succession and then launch them into the air where you will be able to follow up with a combo. Dragon Rush doubles as both a throw and this games version of Guilty Gear’s Dust Attack.



Hard Knockdown: A hard knockdown is an un-techable knockdown, meaning you cannot recover early.



Hit box/Hurt box: Every move has hit and hurt boxes attached to it. A hit box is the point at which your attack makes contact with your opponent, while your hurt box is the area in which you can be harmed.



https://i.imgur.com/PHR8BHG.png



The boxes do not always match up to the actual attack animations which is why you will sometimes see your attack seemingly go right through an opponent. As you can see from the above image, Vega’s claw on st.MP, the hit box does not extend the full length of the claw but the hurt box extends far past it, making it a nice long range poke but punishable if you are slightly out of range for it to connect.



I-Frames: I-Frames are frames of animation that have invincibility. There are various kinds of invincibility including full invincibility, projectile invincibility, throw invincibility, and strike invincibility. It appears at this stage that all Level 3 Super attacks have instant frame 1 invincibility. Ouch!



Ki Charge: Press and hold L + S together to charge your Ki up. This is the quickest way to charge your Ki up, but leaves you open to being attacked. You can, however, cover yourself with an assist attack and reduce some of the risk in using it.



Instant Air Dash (IAD): An instant air dash allows quick execution of dashing in the air. If you try to do the move normally, you would jump forwards on backwards, followed by two presses of forward or backwards to dash. What many people don’t know is that when you press 7 or 9 to jump, you are already pressing forward or backwards for your jump. Meaning, the game has already inputted one of your forward or backwards presses. By hitting a single press of forward or backwards immediately at the start of your jump, the game will register that as the second press and your dash will come out much sooner than a standard air dash.



Link: The timing window in which you can press a button to continue a combo, successfully ‘linking’ your button presses together.



Meta (or Metagame): Meta refers to how the vast majority of people are currently playing the game and it evolves over time. It’s hard to determine what the meta is at the very start of the game, as people are still figuring the game out.



Meaty: Timing an attack on your opponents wake up so that it hits on the first active frame. If done correctly you will counter hit them if they press a button or grab them immediately when they finish their getting up animation.



Mix-Up: A mix up is kind of a catch all for changing up your attack pattern, or putting your opponent in a situation where they are forced to make a guess as to what to do. The most common mix ups occur during wake-up situations. Characters with command grabs are generally considered mix up characters due to the many options they have on an opponent’s wake up. These are also sometimes referred to as 50/50 mix ups. ~ Not changing this until the Madden Franchise has a decent running game!

Started 8/24/2009 --- http://suchanerdpod.podomatic.com/ Dashing is done by pressing forward or backwards twice rapidly. Pressing forward twice will dash forward and twice backwards will dash backwards. These can also be done in the air for extra mobility.Dragon Rush is done by pressing the L + M buttons together. Your character will give off a small green circular aura and move forward a small distance. Should you connect with your opponent, you will land strikes in very rapid succession and then launch them into the air where you will be able to follow up with a combo. Dragon Rush doubles as both a throw and this games version of Guilty Gear’s Dust Attack.A hard knockdown is an un-techable knockdown, meaning you cannot recover early.Every move has hit and hurt boxes attached to it. A hit box is the point at which your attack makes contact with your opponent, while your hurt box is the area in which you can be harmed.https://i.imgur.com/PHR8BHG.pngThe boxes do not always match up to the actual attack animations which is why you will sometimes see your attack seemingly go right through an opponent. As you can see from the above image, Vega’s claw on st.MP, the hit box does not extend the full length of the claw but the hurt box extends far past it, making it a nice long range poke but punishable if you are slightly out of range for it to connect.I-Frames are frames of animation that have invincibility. There are various kinds of invincibility including full invincibility, projectile invincibility, throw invincibility, and strike invincibility. It appears at this stage that all Level 3 Super attacks have instant frame 1 invincibility. Ouch!Press and hold L + S together to charge your Ki up. This is the quickest way to charge your Ki up, but leaves you open to being attacked. You can, however, cover yourself with an assist attack and reduce some of the risk in using it.An instant air dash allows quick execution of dashing in the air. If you try to do the move normally, you would jump forwards on backwards, followed by two presses of forward or backwards to dash. What many people don’t know is that when you press 7 or 9 to jump, you are already pressing forward or backwards for your jump. Meaning, the game has already inputted one of your forward or backwards presses. By hitting a single press of forward or backwards immediately at the start of your jump, the game will register that as the second press and your dash will come out much sooner than a standard air dash.The timing window in which you can press a button to continue a combo, successfully ‘linking’ your button presses together.Meta refers to how the vast majority of people are currently playing the game and it evolves over time. It’s hard to determine what the meta is at the very start of the game, as people are still figuring the game out.Timing an attack on your opponents wake up so that it hits on the first active frame. If done correctly you will counter hit them if they press a button or grab them immediately when they finish their getting up animation.A mix up is kind of a catch all for changing up your attack pattern, or putting your opponent in a situation where they are forced to make a guess as to what to do. The most common mix ups occur during wake-up situations. Characters with command grabs are generally considered mix up characters due to the many options they have on an opponent’s wake up. These are also sometimes referred to as 50/50 mix ups.

User Info: Jaded_Dragon Jaded_Dragon (Topic Creator) 2 years ago #5 Neutral: Neutral is the state in the game where neither player currently has an advantage. Every round starts in a neutral state.



Oki: Short for Okizeme. Okizeme is a Japanese word used in fighting games to describe pressuring an opponent during their wake up. It is the mind games that you play with a person.



Optimal: Optimal is usually used when referring to optimal combos. Meaning your combo did the maximum amount of damage you could have possibly done with the resources that you have. For instance; The Light Attack Auto Combo will do a simple L, M, H, sd. jL, jM, jH combo. Decent, but far from optimal. Something better would be along the lines of L, 2M, M, 2H, sd. jL, jM, jc jL, jM, jH, 236+A1. There are many variations to combos in this game but the point I’m making is that although Auto combos can appear to be a good option, you are leaving a lot of damage on the table by just using those.



Option Select (or OS): Option selects are basically single inputs that you can use to cover multiple options. One of the more famous examples was the crouch tech OS in SF4. Basically, on your wake up you would hold down-back to block a regular attack while also mashing the throw command of LP+LK. What this did was block if your opponent attacked, teched the throw if they went for a throw, or hit them with a cr.LK if they neglected to do anything. So, in one simple command you covered three options and the game would automatically pick the best option for you.



OTG: OTG can either stand for On the ground, or Off the ground, but both mean exactly the same thing. OTG’s are attacks that can hit an opponent while they are on the ground, something that is normally not possible after a hard knockdown.



Plinking (or P-Linking, or Piano-ing): Plinking came around with SF4 and generally it means pressing a certain button combination in rapid order to make the game register multiple buttons presses, making harder 1 frame links easier to hit. It sounds confusing but here's a good example of it; in SF4 it was discovered that it you pressed Fierce Punch, and then followed on the next frame by pressing Medium Punch, the game will actually register your Fierce punch, followed by Medium AND Fierce. This trick effectively gave you two frames to successfully complete a one frame link.



Here's a good video of the trick in slow-motion.



https://youtu.be/acuTIlxcjz0



Point (Or Point Character): Your point character is the character that you start the match out with. Typically, you would want your point character to be a character capable of dealing good damage without the need of using a lot of meter, as each match starts you out with zero super meter to work with. They should also be proficient with set ups and have good synergy with the assists and supers of the other characters.



Punish: When you or your opponent use a move that is unsafe on block you leave yourself open to be punished for using said move. Also used in the term whiff punishing.



Raw: Using a move without combo-ing into it. IE: A super from the other side of the screen.



Recovery: Like other Arcsys fighters, pressing any button while in juggle state or when hitting the ground will cause your character to recover quicker that what would typically be possible. It is best to just use one button for this, as mashing many buttons could lead you to accidentally super dashing or using a vanish attack after you recover. Recovering also gives you a small window of invincibility, which can be used to negate follow up attacks if used correctly.



Safe: Commonly used for moves that are safe to use when your opponent is blocking, meaning that you will recover faster than your opponent is able to punish you. For more info see the Frames section. ~ Not changing this until the Madden Franchise has a decent running game!

Started 8/24/2009 --- http://suchanerdpod.podomatic.com/ Neutral is the state in the game where neither player currently has an advantage. Every round starts in a neutral state.Short for Okizeme. Okizeme is a Japanese word used in fighting games to describe pressuring an opponent during their wake up. It is the mind games that you play with a person.Optimal is usually used when referring to optimal combos. Meaning your combo did the maximum amount of damage you could have possibly done with the resources that you have. For instance; The Light Attack Auto Combo will do a simple L, M, H, sd. jL, jM, jH combo. Decent, but far from optimal. Something better would be along the lines of L, 2M, M, 2H, sd. jL, jM, jc jL, jM, jH, 236+A1. There are many variations to combos in this game but the point I’m making is that although Auto combos can appear to be a good option, you are leaving a lot of damage on the table by just using those.Option selects are basically single inputs that you can use to cover multiple options. One of the more famous examples was the crouch tech OS in SF4. Basically, on your wake up you would hold down-back to block a regular attack while also mashing the throw command of LP+LK. What this did was block if your opponent attacked, teched the throw if they went for a throw, or hit them with a cr.LK if they neglected to do anything. So, in one simple command you covered three options and the game would automatically pick the best option for you.OTG can either stand for On the ground, or Off the ground, but both mean exactly the same thing. OTG’s are attacks that can hit an opponent while they are on the ground, something that is normally not possible after a hard knockdown.Plinking came around with SF4 and generally it means pressing a certain button combination in rapid order to make the game register multiple buttons presses, making harder 1 frame links easier to hit. It sounds confusing but here's a good example of it; in SF4 it was discovered that it you pressed Fierce Punch, and then followed on the next frame by pressing Medium Punch, the game will actually register your Fierce punch, followed by Medium AND Fierce. This trick effectively gave you two frames to successfully complete a one frame link.Here's a good video of the trick in slow-motion.https://youtu.be/acuTIlxcjz0Your point character is the character that you start the match out with. Typically, you would want your point character to be a character capable of dealing good damage without the need of using a lot of meter, as each match starts you out with zero super meter to work with. They should also be proficient with set ups and have good synergy with the assists and supers of the other characters.When you or your opponent use a move that is unsafe on block you leave yourself open to be punished for using said move. Also used in the term whiff punishing.Using a move without combo-ing into it. IE: A super from the other side of the screen.Like other Arcsys fighters, pressing any button while in juggle state or when hitting the ground will cause your character to recover quicker that what would typically be possible. It is best to just use one button for this, as mashing many buttons could lead you to accidentally super dashing or using a vanish attack after you recover. Recovering also gives you a small window of invincibility, which can be used to negate follow up attacks if used correctly.Commonly used for moves that are safe to use when your opponent is blocking, meaning that you will recover faster than your opponent is able to punish you. For more info see the Frames section.

User Info: Jaded_Dragon Jaded_Dragon (Topic Creator) 2 years ago #6 Reset: There are two ways the word ‘reset’ is used when it comes to fighting games. The first and most common is during combos. Resetting during a combo provides a few advantages. First off, every subsequent hit in a combo will provide what’s known as scaling. Scaling reduces the damage done by a combo based on the number of hits during a combo. The first use of resetting is either to force or allow a recovery by your opponent where you would normally continue a combo.



The other way it’s used is during tournaments. Most major tournaments are double elimination with a loser’s bracket. The grand finals consist of the final person from winner’s side, and the final person from the loser’s side. Because it is a double elimination tournament, the person on the loser’s side must win twice while the person on the winner’s side only has to win once. Should the person on the loser’s side win the first set of matches, this is what is commonly referred to as ‘resetting the bracket’.



Reversal: Certain moves designed to counter an opponent or reverse a situation. These are also sometimes referred to as ‘get off me’ buttons, even though they are rarely a single button press. The most commonly used reversals are Dragon Punch or Shoryuken type moves. They are moves that typically offer some type of invincibility and can interrupt your opponent’s pressure.



Safe Jump: It is exactly what it sounds like. It is a jump in that is safe. Pretty much it is timing your jump in on an opponent’s wake up so that it hits on the first available frame.



Set Up: A series of movement or attacks that set up your opponent to a position that you want them in.



Snap Back (or Snap In): A Snap Back is done by first successfully performing a Dragon Rush on your opponent. While your character is in the initial phase of the Dragon Rush, which is when they are attacking rapidly, press 236 and either Assist 1 or Assist 2. The benefit of doing this is if your opponent had a character that was near death and swapped them out for another character. You can use the snap back move to bring the near death character back in, which also erases any recoverable blue health they had and starts an incredibly long cool down timer where they cannot use an assist or switch out.



Special: Every character has special moves addition to their normal attacks. Specials are commonly used as ender to combos and many can be cancelled into a Super. Special moves are attacks such as Kamehameha, Masenko, etc.



SPD: Spinning Pile Driver. This is done by rotating your directional input 360 degrees and pressing either punch or kick depending on the character. This is commonly used to describe any move consisting of a 360 degree rotation, or is often used to describe any character that is command grab heavy.



Sparking Blast (SB): Sparking Blast is done by pressing L + M + H + S together all at once. Under your life bar, you will see a glowing red/orange S, indicating that you have Sparking Blast available. You only get 1 use per match, so use it wisely. Sparking Blast will give you increased attack speed, damage, recovery and constantly refill your health while active. The fewer characters that you have left alive, the more effective and longer lasting the SB will be. It can also be used to extend some combos as well, as when it is used it will let out a burst of energy upon activation that can actually hit your opponent.



Support Character: Sometimes the character in the 2nd spot on a team is referred to as a support character. A person may choose them simply based on the utility of their assist, or how easily their super can be used for a THC. ~ Not changing this until the Madden Franchise has a decent running game!

Started 8/24/2009 --- http://suchanerdpod.podomatic.com/ There are two ways the word ‘reset’ is used when it comes to fighting games. The first and most common is during combos. Resetting during a combo provides a few advantages. First off, every subsequent hit in a combo will provide what’s known as scaling. Scaling reduces the damage done by a combo based on the number of hits during a combo. The first use of resetting is either to force or allow a recovery by your opponent where you would normally continue a combo.The other way it’s used is during tournaments. Most major tournaments are double elimination with a loser’s bracket. The grand finals consist of the final person from winner’s side, and the final person from the loser’s side. Because it is a double elimination tournament, the person on the loser’s side must win twice while the person on the winner’s side only has to win once. Should the person on the loser’s side win the first set of matches, this is what is commonly referred to as ‘resetting the bracket’.Certain moves designed to counter an opponent or reverse a situation. These are also sometimes referred to as ‘get off me’ buttons, even though they are rarely a single button press. The most commonly used reversals are Dragon Punch or Shoryuken type moves. They are moves that typically offer some type of invincibility and can interrupt your opponent’s pressure.It is exactly what it sounds like. It is a jump in that is safe. Pretty much it is timing your jump in on an opponent’s wake up so that it hits on the first available frame.A series of movement or attacks that set up your opponent to a position that you want them in.A Snap Back is done by first successfully performing a Dragon Rush on your opponent. While your character is in the initial phase of the Dragon Rush, which is when they are attacking rapidly, press 236 and either Assist 1 or Assist 2. The benefit of doing this is if your opponent had a character that was near death and swapped them out for another character. You can use the snap back move to bring the near death character back in, which also erases any recoverable blue health they had and starts an incredibly long cool down timer where they cannot use an assist or switch out.Every character has special moves addition to their normal attacks. Specials are commonly used as ender to combos and many can be cancelled into a Super. Special moves are attacks such as Kamehameha, Masenko, etc.Spinning Pile Driver. This is done by rotating your directional input 360 degrees and pressing either punch or kick depending on the character. This is commonly used to describe any move consisting of a 360 degree rotation, or is often used to describe any character that is command grab heavy.Sparking Blast is done by pressing L + M + H + S together all at once. Under your life bar, you will see a glowing red/orange S, indicating that you have Sparking Blast available. You only get 1 use per match, so use it wisely. Sparking Blast will give you increased attack speed, damage, recovery and constantly refill your health while active. The fewer characters that you have left alive, the more effective and longer lasting the SB will be. It can also be used to extend some combos as well, as when it is used it will let out a burst of energy upon activation that can actually hit your opponent.Sometimes the character in the 2nd spot on a team is referred to as a support character. A person may choose them simply based on the utility of their assist, or how easily their super can be used for a THC.

User Info: Jaded_Dragon Jaded_Dragon (Topic Creator) 2 years ago #7 SRK (or DP): Shoryuken, or Dragon Punch. It’s used to describe moves that require a traditional DP motion, F, D, DF + Punch, or as a catch all for moves that have some form of invincibility and anti-air your opponent. This game does not feature any traditional DP 623 motions, but instead, each character does appear to have a DP type move such as Vegeta’s Knee Lift, or Goku’s Upwards Hurricane Kick.



Super Attack: A super attack is a gigantic attack that does heavy damage to your opponent. Every character’s super inputs are the same: 236 + 2 Attack Buttons for your level 1 Super, and 214 + 2 Attack buttons for your level 3 Super. Some character’s super properties change depending on if you keep a button held down or not, such as Goku’s level 1 becoming a Warp Kamehameha, or Gohan’s Father-Son Kamehameha becoming even more powerful and requiring 5 bars of your super gauge!!



Super Gauge: Your super gauge is located at the bottom of the screen and has a max level of 7. Forward movement increases your gauge slightly, as does taking damage. Attacking your opponent is the best way to raise your gauge as you are hopefully causing damage and gaining meter at the same time. The last way is through Ki charge, which is the fastest but also the riskiest as it leaves you wide open for attack.



Super Dash: A super dash is done by pressing H + S together. Your character will go up into the air slightly and then quickly dash forward and hit your opponent. This is a strong technique because upon a successful hit, you will be able to combo your opponent. It is, however, a very punishable move and if you become too predictable with it, you could end up losing a character very quickly. The dash will also auto deflect any small ki blasts coming your way.



Tech: Used in two different ways. The first is short for ‘Technical’ (or Throw Break), meaning that you successfully escaped a throw attempt by your opponent.



The second way it is used is ‘Technology’. Basically, it’s any sort of set up, mix up, combo, etc can be considered Tech. IE: I found some new Tech using Bison’s VT2.



Vanish Attack: Done by pressing M + H together. It costs 1 bar of super perform, but you character will teleport behind your opponent and strike, which will send them flying across the screen. This can be used to counter an opponents special move, super dash, or be used to extend combos.



Wall Bounce/Floor Bounce: Pretty straight forward, these are attacks that bounce your opponent off the floor or the wall, usually putting them in a juggle state.



Whiff: Using a move in which you did not make contact with your opponent is known as whiffing. You instead only swing at the air and leave yourself open for a whiff punish. This commonly happens during neutral due to improper spacing.



Zoning: Some people call this spamming and see it as cheap, but it is using long reaching attacks or projectiles to keep maximum distance from your opponent. Classic zoning is something like Guile using Sonic Booms to entice his opponent to jump, and then using Flash Kick to hit them out of the air. Because of this games vast movement options, zoning will probably be less of a problem than other traditional fighting games.



Z Reflect (or Deflect): Pressing back and S together will allow you to deflect your opponent’s attack. This can be done with physical and ki attacks and sort of functions as this games’ push back or advancing guard mechanic as upon successful deflection your opponent will be pushed back. ~ Not changing this until the Madden Franchise has a decent running game!

Started 8/24/2009 --- http://suchanerdpod.podomatic.com/ Shoryuken, or Dragon Punch. It’s used to describe moves that require a traditional DP motion, F, D, DF + Punch, or as a catch all for moves that have some form of invincibility and anti-air your opponent. This game does not feature any traditional DP 623 motions, but instead, each character does appear to have a DP type move such as Vegeta’s Knee Lift, or Goku’s Upwards Hurricane Kick.A super attack is a gigantic attack that does heavy damage to your opponent. Every character’s super inputs are the same: 236 + 2 Attack Buttons for your level 1 Super, and 214 + 2 Attack buttons for your level 3 Super. Some character’s super properties change depending on if you keep a button held down or not, such as Goku’s level 1 becoming a Warp Kamehameha, or Gohan’s Father-Son Kamehameha becoming even more powerful and requiring 5 bars of your super gauge!!Your super gauge is located at the bottom of the screen and has a max level of 7. Forward movement increases your gauge slightly, as does taking damage. Attacking your opponent is the best way to raise your gauge as you are hopefully causing damage and gaining meter at the same time. The last way is through Ki charge, which is the fastest but also the riskiest as it leaves you wide open for attack.A super dash is done by pressing H + S together. Your character will go up into the air slightly and then quickly dash forward and hit your opponent. This is a strong technique because upon a successful hit, you will be able to combo your opponent. It is, however, a very punishable move and if you become too predictable with it, you could end up losing a character very quickly. The dash will also auto deflect any small ki blasts coming your way.Used in two different ways. The first is short for ‘Technical’ (or Throw Break), meaning that you successfully escaped a throw attempt by your opponent.The second way it is used is ‘Technology’. Basically, it’s any sort of set up, mix up, combo, etc can be considered Tech. IE: I found some new Tech using Bison’s VT2.Done by pressing M + H together. It costs 1 bar of super perform, but you character will teleport behind your opponent and strike, which will send them flying across the screen. This can be used to counter an opponents special move, super dash, or be used to extend combos.Pretty straight forward, these are attacks that bounce your opponent off the floor or the wall, usually putting them in a juggle state.Using a move in which you did not make contact with your opponent is known as whiffing. You instead only swing at the air and leave yourself open for a whiff punish. This commonly happens during neutral due to improper spacing.Some people call this spamming and see it as cheap, but it is using long reaching attacks or projectiles to keep maximum distance from your opponent. Classic zoning is something like Guile using Sonic Booms to entice his opponent to jump, and then using Flash Kick to hit them out of the air. Because of this games vast movement options, zoning will probably be less of a problem than other traditional fighting games.Pressing back and S together will allow you to deflect your opponent’s attack. This can be done with physical and ki attacks and sort of functions as this games’ push back or advancing guard mechanic as upon successful deflection your opponent will be pushed back.