| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | Term | Definition | Notes | |||||||||||||||||||||||
2 | ---------> | First off, check out this page which has a glossary of universal fighting game terms: https://en.wiktionary.org/wiki/Appendix:Glossary_of_fighting_games#Mix-Up | The terms defined below are either specific to this game or have a more relevant defintion to this game. | |||||||||||||||||||||||
3 | General | |||||||||||||||||||||||||
4 | Point Character | The character that's played first in a team or in front. | ||||||||||||||||||||||||
5 | Assist Character | The character in the second or 3rd slot that is played for the assist. Sometimes called the Mid/Middle character. | ||||||||||||||||||||||||
6 | Anchor Character | The character in the last slot of a team and becomes much more powerful with resources such as meter and X Factor. | ||||||||||||||||||||||||
7 | Shell | A pair of two character, generally the mid and anchor characters. Used in the context of team building. | ||||||||||||||||||||||||
8 | Meter/Bar | The gauge at the bottom part of the screen that is used for Hyper Combos, Snapbacks, and more. | ||||||||||||||||||||||||
9 | Game Mechanics | |||||||||||||||||||||||||
10 | Alpha Counter | Pressing forward and an Assist button during blockstun will switch to the assist character who first executes the assist attack. The game calls this Crossover Counter. | ||||||||||||||||||||||||
11 | BlockStun | The period when a character blocks an attack and is stuck in the blocking animation. | ||||||||||||||||||||||||
12 | BnB | "Bread and Butter". Refers to the combo with a character(s) that is stable enough to be widely available in a lot of situations. | ||||||||||||||||||||||||
13 | Box Dash | Jumping straight up then air dashing forward. Super Jumping allows air dashing sooner and lower to the ground. Often seen in the context of Nova, Dante, and Magneto. | ||||||||||||||||||||||||
14 | Chp Damage | Damage taken from blocking certain types of moves. Can KO if health is too low. Generally seen on Ki/Energy/Magic/Chainsaw type moves and most Hypers. | ||||||||||||||||||||||||
15 | Combo | A series of consecutive hits that link while the foe is still in hitstun. | ||||||||||||||||||||||||
16 | Command Normal | Normals that are executed by moving the stick and pressing the button at the same time. Example: Vergil's Helm Breaker, which is jumping down heavy, or j.2H. | ||||||||||||||||||||||||
17 | Damage Scaling | As combos go on the damage of individual moves lowers using a formula based on various things. Minimum scaling varies by character and move type. | ||||||||||||||||||||||||
18 | DHC/Delayed Hyper Combo | When you input another characters' Hyper input to cancel the first characters' Hyper into the second characters' Hyper. Can do 2 times and needs extra Meter. | ||||||||||||||||||||||||
19 | Frames | In the context of a fighting game, it refers to a frame of animation. This game runs at 60 frames per second, meaning there are 60 for every second. | ||||||||||||||||||||||||
20 | Hitstop | The period when an attack makes contact and the attacker and defender halt to show impact. | ||||||||||||||||||||||||
21 | Hitstun | The period after getting hit with an attack a character is stuck and unable to act. | ||||||||||||||||||||||||
22 | Hitstun Scaling/Deterioration | Generally, the longer a combo goes on, the amount of hitstun a move inflicts gradually decreases. No one knows what the real formula is but it appears to be timer based. There are select moves and assist attacks that don't scale in hitstun but they are the exception rather than the rule. | ||||||||||||||||||||||||
23 | Hypers | The supers in this game. They cost meter to execute. | ||||||||||||||||||||||||
24 | Incoming | The scenario where the character in front dies, so the next character jumps in from the side of the screen opposite the opponent. | ||||||||||||||||||||||||
25 | Meaty | Attacks that are timed so that they hit a target that is waking up on the earliest instance and is forced to block or get hit. Also applies to characters on incoming. | ||||||||||||||||||||||||
26 | Mixup | Pressure against an opponent that is difficult to block. | ||||||||||||||||||||||||
27 | Normal | A normal attack button. Done by simply pressing the corresponding button. | ||||||||||||||||||||||||
28 | Plink Dash/Plinking | The act of cancelling a ground normal into a dash into a ground normal into a dash and etc. Travels faster and farther than Wavedashing. | ||||||||||||||||||||||||
29 | Pope Select | A powerful Option Select that involves plink dashing into a throw/ jump throw, allowing one to cover 2 or more options in 1 motion. | ||||||||||||||||||||||||
30 | Pushblock/Advancing Guard | An action that pushes the attacking foe away & reduces chip damage during a blocked attack. This is done by pressing 2 normal attack buttons while in blockstun. | ||||||||||||||||||||||||
31 | Reset | Ending a combo early in such a way that it gives you an ideal sitaution in which to do a mixup or command grab to start a new combo. | ||||||||||||||||||||||||
32 | Snap/Snapback | An near instant action that costs 1 bar of meter that knocks away the opponents current character and drags out another based on what assist button is pressed. This is done by doing a QCF, or 236 and the desired assist button. | ||||||||||||||||||||||||
33 | Special | A Special move. Generally done via motions such as QCF, The Fireball Motion + a button. | ||||||||||||||||||||||||
34 | Sword Normal | Normals that have hitboxes disjointed from the character's hurtboxes. Typically the case with characters that use Melee weapons(Swords, Chainsaws, Whips, etc). | ||||||||||||||||||||||||
35 | TAC Break/Team Aerial Counter | When the opponent presses S and the same direction as the player that executes a TAC at around the same time, it will not occur and the combo breaks. | ||||||||||||||||||||||||
36 | TAC/Team Aerial Combo | Character exchanges in the air. Holding the stick in a direction while pressing S will result in a character exchange. | ||||||||||||||||||||||||
37 | THC/Team Hyper Combo | Pressing both assist buttons at the same time will execute all your characters' Hypers. Needs at least 2 bars. Called Crossover Combination in game. | ||||||||||||||||||||||||
38 | Throw | Throws in this game are executed by Forward+Heavy or Back+Heavy, aka 6H or 4H. | ||||||||||||||||||||||||
39 | Throw Tech | Throws are broken by pressing Forward+Heavy or Back+Heavy within about 7 frames of the startup of the throw animation. | ||||||||||||||||||||||||
40 | Tiger Knee/TK | A 2369, or Quarter Circle Forward Motion ending with forward up so that you execute the associated special in the air on the earliest instance of jumping. | ||||||||||||||||||||||||
41 | Triangle Jumping | Done by Super Jumping forward and air dashing down and forward quickly, with movement forming a triangle shape. Can only be done by air dashers. | Generally used to punish foes constantly crouch blocking. | |||||||||||||||||||||||
42 | Trip Guard | A term (incorrectly) used to define dodging falling buttons such as Helm Breaker just barely out of their range and punishing their landing with a mid range low or sword normal low. | ||||||||||||||||||||||||
43 | Wall Bounce | When a foe bounces off the wall. The game only allows one generally, but the rule can be subverted. | ||||||||||||||||||||||||
44 | Wavedash | The act of cancelling your dash with a crouch to be able to dash sooner. Travels farther than normal dashing allows. | ||||||||||||||||||||||||
45 | X-Factor | A special state that is activated when pressing all 3 attack buttons and S. Boosts attack power and speed. Less characters = Higher X-Factor Level. Available once per match. | ||||||||||||||||||||||||
46 | XF1, XF2, XF3 | Denotes the 3 different levels of X Factor which give stronger damage and speed bonuses the higher the level. | ||||||||||||||||||||||||
47 | XFC | X-Factor Cancel. Can activate anytime not in hitstun, such as during normals, specials, and the like. | ||||||||||||||||||||||||
48 | Move Properties | |||||||||||||||||||||||||
49 | Air Dash Cancel | An air move that can be cancelled by air dashing. Won't work if the move whiffs, or doesn't hit anything. | ||||||||||||||||||||||||
50 | Chip | Damage on block. Chip damage is real in this game and CAN KO if unchecked and health is too low. | ||||||||||||||||||||||||
51 | Crumple | A state where a standing victim will slowly & steadily slouch and fall to the floor. Moves that can do this, or crumple, are few and far in between. | ||||||||||||||||||||||||
52 | Dash Cancel | A move that can be cancelled by dashing on the ground. Generally moves with this property won't dash cancel if blocked | ||||||||||||||||||||||||
53 | Forced Ground Bounce | A move that does a forced ground bounce will always ground bounce regardless of the rule. Only a select few moves in the game have this property. | ||||||||||||||||||||||||
54 | Forced Wall Bounce | A move with this property always Wall bounces regardless of the limit. Very few moves in this game have this property. | ||||||||||||||||||||||||
55 | Fuzzy | A guard break that occurs when a target gets put in blockstun but gets hit while adjusting to blocking high or low. | ||||||||||||||||||||||||
56 | Ground Bounce | When a foe bounces off the ground. The game only allows one of these in a combo normally, but there are ways to subvert the rule. | ||||||||||||||||||||||||
57 | Hard Knockdown | Moves with this property cause the foe to fall all the way to the ground regardless of hitstun and allows for OTGs to connect while the foe is on the ground. | ||||||||||||||||||||||||
58 | Hit Grab | Describes a move that goes into a throw state or cinematic. These ignore any armor. Spencers Hooks, Survival Techniques, and most level 3s fall under this. | ||||||||||||||||||||||||
59 | Hyper Armor | Moves with this property cannot be interrupted by hits and will absorb them. Armored moves can be thrown out of. | ||||||||||||||||||||||||
60 | Jump Cancel | A move that can be cancelled, or interrupted by jumping, which is generally done by simply holding up. Most moves with cancel properties only cancel on hit. | ||||||||||||||||||||||||
61 | Launcher | These moves launch the foe high in the air and enables air combos. The S button is the universal launcher, but some characters have other moves that launch. | ||||||||||||||||||||||||
62 | Low | A move that cannot be blocked standing and hits.... low. You have to crouch block, or crouch and block to block moves with this property. | ||||||||||||||||||||||||
63 | Mashable <Normal> | A normal attack that can be mashed and rapid fire. Morrigan's crouching Light, or 2L is an example. | ||||||||||||||||||||||||
64 | Mashable Hyper | A Hyper in which you can mash a normal button for extra hits & damage. Certain moves have you rotate the stick, dpad to add hits & damage. | ||||||||||||||||||||||||
65 | Mid/Overhead | A move that can't be blocked crouching. You have to block high, or stand & block. Most aerial attacks are overheads in this game. | ||||||||||||||||||||||||
66 | OTG | Off the ground. A move that can OTG will hit foes off the ground if they are in a knockdown state(laying down on the floor). | ||||||||||||||||||||||||
67 | Projectile Nullify | Moves with this property delete projectiles it comes in contact with. Generally seen on Sentinel and Vergil's medium and heavy normals. | ||||||||||||||||||||||||
68 | Projectile Reflect | Can reflect projectiles. | ||||||||||||||||||||||||
69 | Soft Knockdown | Moves with this property cause the foe to fall to the ground provided sufficient hitstun. These allow the foe to getup and roll/tech once they touch the ground. | ||||||||||||||||||||||||
70 | Stagger | A state where the standing victim stagges backwards shortly while in hitstun. | ||||||||||||||||||||||||
71 | Super Armor | Moves with Super Armor can withstand one hit without being interrupted. Multihitting moves or hitting 2 times will stop them. | ||||||||||||||||||||||||
72 | Unblockable | Describes 2 things, either a move that can't be blocked or a setup that results in a situation where blocking is near impossible or straight up not possible. | ||||||||||||||||||||||||
73 | Character Specific | |||||||||||||||||||||||||
74 | Ammy | Amaterasu. | ||||||||||||||||||||||||
75 | Bionic Arm | Spencer's Bionic Lancer hyper, a famous hyper which has invul startup and in which he yells "Bionic ARM!" | ||||||||||||||||||||||||
76 | Blender | Dr. Doom's level 3, Doom's Time. | ||||||||||||||||||||||||
77 | Bold Block | Bold Move has a 4 frame window where Dante can block. Blocking this way after a whiffed normal is called Bold Block/Bold Blocking. | ||||||||||||||||||||||||
78 | Booger | MODOK's crouching M, | ||||||||||||||||||||||||
79 | Butter Gun | Dr. Doom's Jumping Heavy attack. The one where he draws a gun and fires a green lazer. | ||||||||||||||||||||||||
80 | Devout Beads | The beads Amaterasu equips when down down H, or 22H, is pressed. | ||||||||||||||||||||||||
81 | Dolphin Kick | Nova's Jumping Heavy or j.H. High range normal that's great for combos and for when you miss a throw. | ||||||||||||||||||||||||
82 | Dorito | MODOK's barrier. | ||||||||||||||||||||||||
83 | Dorm | Dormammu. | ||||||||||||||||||||||||
84 | Drones | Sentinel's Sentinel Force special move and assist. Generally used in the context of his default assist. | ||||||||||||||||||||||||
85 | Glaive | The sword Amaterasu equips when down down M, or 22M, is pressed. | ||||||||||||||||||||||||
86 | Helm Breaker | Dante's j.S and Vergil's j.2H. The move where they dive down with their swords out in front and below them. They have massive hitboxes. | ||||||||||||||||||||||||
87 | Kidnap | Shorthand for Firebrand's Bon Voyage, the QCF+S move where Firebrand drags the target to the edge of a screen and bounces them off the wall. | ||||||||||||||||||||||||
88 | Lightning | Zero's Raisouken, which is executed by inputting DP + attack button, or 623 + attack button, in the air. | ||||||||||||||||||||||||
89 | Log | Rocket Raccoon's Pendulum, where he yells "Log Trap!". | ||||||||||||||||||||||||
90 | Meteors | The Liberation spell that occurs when 2 Creator(Blue) and 1 Destructor(Red) spells are stored, causing a halstorm of meteors to fall in front of Dormammu. | ||||||||||||||||||||||||
91 | Nemmy | Nemesis T-Type. | ||||||||||||||||||||||||
92 | Noodles | Nemesis's Air Reach/Deadly Air Reach. | ||||||||||||||||||||||||
93 | Orbs | Strider's Ouroboros. His level 3 where orb-like mechs spawn and shoot projectiles frantically when buttons are pressed. | ||||||||||||||||||||||||
94 | Paper | Power Slash, the special where Amaterasu strokes mystical ink on a large piece of paper that gently falls and persists. | ||||||||||||||||||||||||
95 | Pillar | Dormammu's Purification special, the 623/DP special where he casts a spell that causes a magic pillar shoot foes up and OTGs. Also used for Ghost Rider's Heartless Spire. | ||||||||||||||||||||||||
96 | Pizza Cutter | Zero's Jumping Down Heavy or j.2H. An infamous command normal due to its speed and coverage which makes it difficult to anti-air. | ||||||||||||||||||||||||
97 | Reflector | The disc Amaterasu equips when down down L, or 22L, is pressed. Also her default weapon. | ||||||||||||||||||||||||
98 | Rocks | Doom's Molecular Shield. Doctor Doom's DP/623 special and assist where he has rocks surrounding him forming a shield that he shoots forward eventually. | ||||||||||||||||||||||||
99 | RR | Rocket Raccoon. | ||||||||||||||||||||||||
100 | Satan | Fan term for Vergil when in X-Factor level 3(& Devil Trigger). |