
Fighting game terms
-Bread n butter (BnB): A Bread & butter combo/technique is a combo/techique that nearly everyone uses as its strong & effective
-Safe: A move/attack that is safe if blocked against, usually because it creates enough hitstun & also has very low recovery
-Poke: A quick safe jab, that can be hard to punish
-Cheap/Cheese: This is means abusing certain moves that are easy performed for how powerful they are.
-Buffering/Canceling:This means performing a move that then can be canceled to another.
-Link:The timing of one move to another at a precise timing that often leads to a combo.
-Tick throw: when a Player throw out a safe move and then follows up with a grab, often easy to perform.
-Cross Up: An attack that makes the opponent have to block inreverse
-Zoning: The action/attempt of trying to postion your opponent on the screen, so you have the tactical advantage.
-Lag tactics: The use/abuse of lag that is associated with online play, using tactics that normally wouldn't work through normal gameplay
-Dropper/Puller: A Player who pulls out of an online match when there are just about to receive a loss.
-GGs/Good Games: Normally said after players play a match/set, and is a sign of respect & good nature.
-Scrub: A player who thinks that there good, however there terrible.
-Theory Fighter: Discussing tactics, strategies and theories with other players. Usually it breaks down to people arguing about why a certain tactic is, or is not effective, and offering several reasons for their opinions.
-Spamming: Repeatedly doing a move over and over and over again, usually a "safe" attack that cannot be countered easily.Spamming: Repeatedly doing a move over and over and over again, usually a "safe" attack that cannot be countered easily.
-Turtle: Someone who fights in a extremely defensive style, taking very few offensive risks and countering the moves his opponent does.
-Rushdown: Refers to a relentless offensive style, mixing it up and attacking so rapidly that the opponent doesn't have time to adapt.
-Mashing, Masher: Repeatedly pressing the buttons as quickly as possible, sometimes for no reason or with no sense of purpose.
-Priority: A term used to address how well a certain move or attack will defeat others. For example, Chun-Li's crouching Medium Kick in Third Strike is a very high priority move that will beat out a huge amount of other moves.
-OTG: Abbreviation for "Off-the-ground". Refers to moves that strike the opponent after they have been knocked down.
-Juggle: Hitting a fighter who has already been knocked into the air. Since the opponent cannot defend himself against this, juggles are always counted towards the combo counter.
-Sweep: Refers to any normal move that knocks the opponent off their feet.
-Negative Edge: In certain fighting games where releasing an attack button can activate a special move just as well as pressing the button can.
-Overhead Attack: An attack performed on the ground that must be blocked high.
-Reversal: Executing a move as you're standing up. Some games require very strict timing on when you can perform a reversal.
-Blockstun: The duration after you block an attack and cannot move.
-Hitstun: The duration after you are struck with an attack and cannot defend.
-LP, Light Punch, Jab: The weakest punch button.
-MP, Medium Punch, Strong: The medium strength punch button.
-HP, Hard Punch, Fierce: The strongest punch button.
-LK, Light Kick, Short: The weakest kick button.
-MK, Medium Kick, Forward: The medium strength kick button.
-HK, Hard Kick, Roundhouse: The strongest kick button.
-c.mk, cl.mk, f.mk: Combo terminology example. c. is for Crouching, cl. is for Close and f. is for Far. 'mk' in this example stands for Medium Kick.
-Fireball, FB: A general term for projectiles.
-DP, Dragon Punch, SRK: This has a double reference to Ryu's infamous Shoryuken, but in modern times the term "DP" or "SRK" refers to the motion itself and can be used when describing any move that shares the "DP motion".
-SJC, Super Jump Cancel, HJC, High Jump Cancel: Canceling the animation of a move with a Super Jump.
-Teching, Softening: This is when you counter your opponents throw attempt to some degree.
-Super Armor, Hyper Armor: Armored attacks can absorb multiple hits before characters can be hit out of them. Super Armor usually works off a hit-point system where a certain number of hits will knock a character out of their move. Hyper armor means that an attack can absorb an infinite number of hits without being interrupted, but these moves are very rare.
-Command Throw: A throw requiring a special input to execute. Regular throws can be "teched" as described above, but most command throws are inescapable and offer guaranteed damage.
-Dizzy, Dazed, Stunned: When you've hit your opponent so much that they're stunned for a brief period of time and have stars or some other icons floating around their head. Certain moves usually deal more stun than others.
(Smash Only)
-(N/U/F/B/D/Z)air : Abbreviations for aerial attacks. Uair means up aerial, Nair means neutral aerial, etc. Occasionally people will say Zair to refer to aerial tethers
-Auto Cancel (AC): If you use an aerial and land during a certain window (typically at the beginning and end of attacks), you do not suffer any of the landing lag you would have otherwise.
-B-reversal and Wavebouncing: Quickly hitting the opposite direction after inputting a B move to reverse horizontal momentum.
-Blast Zone: The off-camera boundry surrounding the stage that takes away a life once your character touches it
-Camping : A general unwillingness to actively engage the opponent. Here is a set that demonstrates this to the extreme.
-Chaingrab: A chaingrab (sometimes "cg") is a combo involving multiple grabs and throws in a row.
-De-synch: A technique with only the Ice Climbers. It occurs when one climber is in a different action state than the other. It can be initiated by taking advantage of the frame difference between the two climbers. EX: Nana is blizzarding while Popo is standing.
-Directional Influence (DI): Holding a direction on the analog stick when being struck by an attack, allows the player to influence their initial flight trajectory. Used as a survival technique.
-Disjointed: If an attack’s hitbox extends away from a character’s hurtbox, it is said to be disjointed.
-Dropzone: The area where there is no stage underneath you.
-Edgeguard: Any attempt to prevent the opponent from returning to the stage.
-Ledgehop: Dropping from the edge and then immediately mid-air jumping to get back on the stage.
-Fastfall (FF): After the peak of a character’s jump, pressing down will make the character fall significantly faster.
-Footstool: Jumping off an enemy's head while airborne, putting them into a brief tumble. Can be performed by jumping in Brawl and Smash 4, and by taunting in midair in Project M. The taunt input can be mapped to X and Y, generally the one the player doesn't use.
-Hancock: Throwing someone off the top of the screen for a kill.
-Edgehog: Grabbing the edge to prevent the opponent from using it.
-Jump Cancel (JC): Certain actions, such as shield and Fox/Falco's reflector (in Melee) can be canceled by jumping.
-JV(#): Ending a match with # stocks left and 0 damage. For example, a JV5 stock would be a match where, at the end of the match, the winner has four stocks and has taken 0 damage.
-OoS: Stands for "out of shield".
-Phantom Hit: An attack that barely grazes the opponent. In Melee, it inflicts half damage and no knockback. In Brawl, it neither inflicts damage nor knockback.
-Power Shield / Perfect Shield (PS): Shielding right before an attack hits you to (mostly) eliminate shield stun. In Melee, this reflects projectiles.
-Recovery: A character’s ability to return to the stage after being knocked off.
-Shine: Fox/Falco’s down-B move. In Melee, its hitbox comes out on frame 1 and can be jump-canceled
-Shorthop (SH): A shorter jump, done by releasing the button before the end of the jumpsquat animation.
-Smash: A smash is any attack done by smashing the stick in a direction and pressing A or by pushing the C-stick in a direction. Commonly referred to in conjunction with a direction ("down-smash," or simply "d-smash").
-Smash DI: Directional inputs during hitstun to move before being sent flying.
-Teching: Pressing L, R, or Z to quickly recover off of any solid surface, which stops you from bouncing off of it.
Inputting right or left on the control stick will allow one to roll immediately upon impact with the ground.
-Tilt : A tilt attack is any attack done by pressing the control stick in a direction and pressing A. Commonly referred to in conjunction with a direction ("up-tilt," or simply "u-tilt").
-Double Jump Cancel (DJC) – Yoshi and Ness have unique midair jumps that can be stopped by attacking during them.
Crouch Cancel (CC) – If you get hit while crouching, knockback is significantly reduced.
-Dash Dance (DD): During a character’s dash animation, one can dash in the opposite direction immediately without skidding. Dash-dancing is repeating this over and over back and forth, and is used as a spacing / zoning tool.
-L-cancel: This means "lag-cancel." Pressing L, R, or Z right before hitting the ground during an aerial attack will reduce lag to one half its usual duration. Note that unlike the input for a tech, the shoulder buttons can be pressed lightly as to not also use a tech.
-SHFFL: Shorthand for Shorthop, fastfall, L-canceled aerial.
-Wavedash: Air-dodging onto the ground or a platform from the ground; inputting a right or left angle on the control stick will cause the character to slide.
-Waveland: Air-dodging onto the ground or a platform from the air; inputting a right or left angle on the control stick will cause the character to slide.
-Reverse Aerial Rush (RAR):Hitting the opposite direction during a run (not an initial dash), then jumping. This causes the character to turn around but maintain momentum, resulting in a forward-moving jump with the character's back facing forward.