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Fighting Game FAQs

  Posted: March 03, 2008 03:13 pm  
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.::NOTATIONS::.

QCF (QUARTER-CIRCLE FORWARD):
The act of moving the joystick from the down position, the to the forward position, forming a quarter circle.

DP (DRAGON PUNCH):
The act of moving the joystick from the forward position, then to a down position, then finally to a diagonal down/forward position, resulting in a motion called "Dragon Punch".

HCF (HALF-CIRCLE FORWARD):
The act of moving the joystick from the back position to the down position, then to the forward position, forming a half-circle.

QCB (QUARTER-CIRCLE BACK):
The act of moving the joystick from down position to the back position, forming a backwards quarter circle.

RDP (REVERSE DRAGON PUNCH):
The act of moving the joystick from the back position, to down position, then to the down/back position, forming a reverse dragon punch motion.

HCB (HALF-CIRCLE BACK):
The act of moving the joystick from the forward position to the down position, then to the backward position, forming a half-circle.

.::COMMAND NOTATIONS::.

[QCF] user posted image

[DP] user posted image

[HCF] user posted image

[QCB] user posted image

[RDP] user posted image

[HCB] user posted image

.::TERMINOLOGY::.

50/50:

Abare:
Term used to describe a character's ability to do high or massive damage off of random hits and circumstances, such as being able to inflict effective combos off of most basic hits. This can also be used (though it is more rare) to describe a player who play offensively even when disadvantaged.

Baiting:
Consists of doing certain moves and movements to try and elicit a certain reaction or move from an opponent, and then punishing that reaction or move.

Balance:
A term (referring to balance of dominance) used to describe the...

Battery:
Having the primary purpose of building up as much super meter as possible.

Block Stun:
The delay after a player ceases to hold back or press the block button before which the player can return to neutral stance again.

Buffering:
Entering the commands for one move while your character is still in the animation of another move, so the second move comes out as soon as the animation ends.

Chaos Combo:
A decorative term referring to combos used with entertainment in mind, ignoring any practical use. Usually seen in combo music videos.

Chip Damage:
The reduced damage a character takes from an attack while blocking. Generally an extremely small amount.

Counter Hit:
A counter hit is a term for an attack that hits another player while they are in the process of performing an attack.

Cross-Up:
A cross-up is a situation where it is more difficult for your opponent to determine whether they must block left or right.

Damage Scaling:

Deadly Rave Command:
A super move in which a player must press a series of buttons (traditionally, eight button presses and a quarter-circle move) after execution in order to complete the move. Each button press must be performed with precision timing. Named after the first such super combo of its kind, Geese Howard's (from Fatal Fury) Deadly Rave.

Flooding:

Frame Advantage:
A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas.

Frames:
A frame is a single still picture on a display screen such as a television set or computer monitor. Fighting games generally run at a fixed 60 frames per second (50 frames in Europe) which means they show 60 still pictures every second to simulate motion. Thus, the time that a move takes to start, how long it is considered to actually be hitting and how long the character takes to recover immediately after the move can all be measured in frames. One frame is 1/60th of a second, so a move that takes 10 frames to start up equates to 1/6th of a second.

Hitshake (aka Hit Stun):

Hitstop:
The frame of freeze when for both attacker and defender when the attack connect after defender goes in hit stun/block stun and attacker is in recovery frames of the attack or in the next attack if cancel.

Meaty:
Causing an attack to hit midway into its attack duration in order to decrease the period of time between impact and the natural end of the attack, giving the opponent less time to recover, usually used on an opponent's wakeup to prevent the opponent switching into an offensive momentum.

Mercy:
An old courtesy tactic that appeared back when Street Fighter II became popular. When fighting someone in a 2-player game; the winner of the first round lets the other player win the second round. This "mercy" round not only gave players who were outclassed the opportunity to play a little longer, but to also practice moves etc.

Meta-Game:
The competitive culture in video games operating on the knowledge the way a game is played, that maximizes the utility of the rules that governs the subset interaction, that is and/or can be considered a questionable practice, but plays an important role in its outcome. A player who is aware of the metagame for their particular gaming environment are objectively superior in the game(s), compared to the people that play more casually.

Mind Games:
Mind games are described as the use of psychology to maximize one's chances of winning, dissecting the way an opponent plays and then immediately gearing oneself to prepare an effective strategy, as well as a great deal of other tactics that take advantage of the amount of predictability present within any given situation.

Mix Up:
Mix up is a strategy or technique of making one's attacks more difficult to predict.

Negative Edge:
Use of button release in place of button press within a command sequence; most Capcom fighting games allow special and super moves to be performed by this method.

n00b:

Okizeme:
Okizeme is the art of putting pressure on a rising or grounded opponent. This is often done by putting an opponent in a situation in which he must immediately block, often with a new string of attacks or a projectile.

Option Select:
Joystick and button input that simultaneously functions as multiple possible actions, that may or may not choose the best possible counter to several of the opponent's options.

Priority:
A descriptive measure of an attack's tendency to strike the opponent when that opponent is also attacking. In general, higher priority attacks tend to interrupt lower priority attacks, damaging the opponent while the opponent's attack fails to function. It's important to note that this is usually simply a term of convenience - very few games actually have an internal mechanism that governs the resolution of attacks via priority.

Rushdown:
The complete opposite of turtling, a rushdown style is considered to be completely offensive, often using a huge variety of mix up, pressure and mind games to force an opponent into a suboptimal defensive situation, seeking to create openings and watch for sudden mistakes to capitalize with proper, devastating punishment. Because of its overtly offensive, flashy nature, rushdown is generally considered to be a very entertaining -- if risky -- style of fighting.

Sandbag:

Scrub:
A derogative term, mostly synonymous with "loser." It is usually used to indicate a player whose skill level is low or who is deemed to simply be unable to win. Scrubs are usually either beginners to their chosen game, players who simply lack the raw skill to succeed (though they may have a high understanding of advanced play), or players who are not willing to advance their tactics.

Stuff:
To hit an opponent during the startup of an attempted attack, interrupting the opponent's move, usually resulting in a "counter hit"

Super Trigger:

Tick Throw:
Tick throwing is a technique that involves tricking your opponent into getting thrown, such as dropping your attack in the middle of a pressure string and then throwing then opponent who is still expecting to block, or using a move with low recovery and startup to force your opponent into blockstun to give them a very small gap of time in which to counteract the actual throw.

Command Throw (aka Command Grab):
Similar to a command move, command throws are moves that require motion and button sequence to achieve and is usually unique to the character. These throws typically do not come out as fast as normal throws or are harder to perform (such as requiring a 360 motion), but usually either yield higher damage, permit a follow up combo, or function as an inescapable throw.

Tier:

Tiger Knee:
Certain aerial moves in some games can be tiger kneed. Originally what was a glitch of sorts seems to be an intentional addition to most new games. Tiger kneeing allows air moves to be performed on the ground or extremely close to it. This is done, usually, by performing the required attack motion with an upwards direction and the necessary button, causing the move to go off as soon as the character leaves the ground.

Turtling:
The tactic of staying in a defensive stance for a duration of the match, only attacking when the opponent misses or with a reversal move.

Wakeup:

Whiff:
A move that misses the opponent completely.

Wire:
In recent King of Fighters game, some attacks which hit a fighter hard enough can make the victim fly straight onto the 'wall' and get bounced, ripe for follow-up attacks. This is called wiring. Most wire attacks are usually counter-wires, in that if the attack hits an enemy as a counter-attack, wire effect will occur, otherwise, the opponent will merely be thrown far away.

Zoning:
The idea is to space yourself so that you are in a position away from the opponent, forcing your opponent to struggle in the attempt to close the distance. Usually a safe tactic for characters that have movesets that can strike from a distances.


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Posted: June 02, 2008 10:34 pm  
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Hitbox display to give you a breakdown of animation behaviors, the blue boxes represent the characters hitbox. This is the areas where the characters can be hit. The red box is the offensive hit box. It shows the areas of the character that are attacking.

Whenever a redbox overlaps the opponents blue box, the result will be a hit. When a red box overlaps an opponents red box, they will almost always trade hits (where both players get hit). There are exceptions to this rule and results may/will vary from game to game.

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