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Definitions (21)

1

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pursuit attack


An attack that hits a character who is lying down on the ground. A combo that contains, but does not end with, a pursuit attack is known as an off-the-ground combo, or simply OTG.
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anti-air


An attack done from the ground serving the purpose of attacking an opponent who is jumping in. Moves of this kind generally enjoy high priority.
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block-stun


The term block stun is used to refer to three distinct things: The first and most rare is to refer to the delay after a player ceases to hold back or press the block button before which the player can move again. The second is the delay before which the player can perform another move after successfully blocking a move. The third is the delay befor [..]
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chip damage


The reduced damage a character takes from an attack while blocking. Generally an extremely small amount; in some games, normal moves do not cause this. The term refers to the visual effect of the player's life bar being "chipped" away, bit by bit. Also refers to a type of fighting that relies soley on causing such damage.
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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. Most commonly, this is done by attacking while jumping over your opponent so that it hits as one passes over them. Cross-ups are most easily used in many games after knocking down your opponent, as the opponent will be unable t [..]
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damage scaling


Damage scaling refers to the fact that in some games, attacks may sometimes inflict less (or occasionally more, as seen in Guilty Gear) than normal damage due to any number of reasons. Damage scaling can be a result of the number of hits in a combo (Many games; numerous), the specific move used to start a combo (Guilty Gear), the amount of damage t [..]
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footsies

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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 an [..]
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hit-stun


This refers to the amount of time of frames it takes you to recover after being hit by a certain attack. This, combined with recovery time, is what determines whether or not an attacker will have enough frame advantage after an attack to execute a link.
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mindgames


Mind games are described as the use of psychology to maximize one's chances of winning. A big part of mind games is archetyping, dissecting the way an opponent plays and then immediately gearing oneself to prepare an effective counter strategy, as well as a great deal of other tactics that take advantage of the amount of predictability present [..]
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