02-25-2009, 5:27 PM
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Now a small glossary of terms via IGN. For the uninitiated the numbers are the directions when your character is on the left (6=forward, 2= down, etc).
| Air |
| Refers to any action performed while jumping. Example: Akuma can perform an air fireball by executing 236+ P after jumping. |
| Block Stun |
| A temporary moment after blocking an attack during which a player cannot do anything but block. Block stun lasts only a few frames of animation. Example: Ken performs a LP Shoryuken and Ryu blocks the attack. Because of block stun, Ryu cannot immediately retaliate with an attack of his, and by the time block stun wears off (just a few frames) Ken will have usually recovered from the Shoryuken. |
| Buffer |
| Buffering is inputting commands, usually for special and super moves, early so as to complete the input at the exact moment that the move can come out. Example: Zangief's Spinning Pile Driver command ( circle + P ) includes pressing 8 which frequently makes Zangief jump while you're trying to execute the grab. However, you can whiff a LP to "lock" Zangief to the ground until the LP animation ends. During the animation, input the 360 motion—since Zangief is stuck in the grounded animation, he will not accidentally jump. To complete the buffer, you want the 360 motion to end at the same time as the LP animation and complete the Spinning Pile Driver input with + P. If buffered correctly, the LP will whiff and Zangief will immediately execute his grab after the LP animation. |
| Cancel |
| A cancel interrupts an animation from one action to let you perform a new action. There are many different forms of cancels in Street Fighter, but the most common is a two-in-one. |
| Cheap |
| A fake word cried by people that are not good at Street Fighter. Example: Mark Ryan Sallee backs Colin Moriarty into a corner and Colin cires, "Stop being so cheap!" |
| Combo |
| Any string of attacks that become unblockable once the first hit in the string has connected. Example: If Ryu lands a j.HK from deep in, he can land from the jump and connect a c.MK before the opponent can recover from the first hit and block. When the second hit, the c.MK, connects, Ryu can cancel into his Hadoken and, again, the attack will connect before the opponent can recover from the last hit. |
| Corner |
| The corners of the playing field are the far edges of the screen that represent the boundaries of the arena. The act of cornering involves backing an opponent into a corner and repeatedly attacking, taking advantage of the fact that the opponent cannot retreat. Example: Ryu backs Ken into a corner and keeps him there by throwing Hadokens rapidly and using Shoryukens to knock Ken out of the air if he tries to jump toward Ryu. |
| Cross-Up |
| A jumping attack that forces the defender to guard in the opposite direction the attacker comes from. Example: Ryu is on the left, Ken is on the right. In the stand off, Ryu is holding left to guard. Ken jumps over Ryu and attacks with MK, forcing Ryu to hold right in order to block the attack. |
| Crumple |
| The unique hit stun effect caused by a charged Focus Attack, crumple leaves the opponent vulnerable to a follow-up attack or combo as he or she slowly falls—or crumples—to the ground. |
| FADC (Focus Attack Dash Cancel) |
| FADC refers to canceling a ground attack with a Focus Attack and then canceling that Focus Attack with a dash (usually a forward dash) to set up a combo. Example: Ryu can FADC ( MP + MK 6,6) his Shoryuken to combo his Metsu Hadoken. |
| Frames |
| Typically refers to frames of animation. A typical half-second-long animation will consist of roughly 30 frames, and each frame could have different properties. Example: Some frames of Ryu's Hadoken are simply start-up frames with no attack. Next come attack frames during which the fireball is formed. Finally, there are recovery frames to end the animation. Also see: Invincibility Frames. Frames may also prefer to frames of gameplay, not related to character animation. If we assume the game is running at 60 frames per second, there are 60 frames in each second of gameplay during which actions can take place. |
| Frame Advantage |
| A frame advantage implies that one character has frames of gameplay during which they can execute an action but the opponent cannot. Example: Ryu jumps in on Ken and attacks with a j.HK, which Ken blocks. As Ryu lands, he has a frame advantage—until the frames of Ken's hit stun wear off, Ryu can attack while Ken cannot. |
| Hit Stun |
| Like block stun, hit stun is a temproray moment after being hit during which you cannot do anything. Unlike block stun, during hit stun you cannot even block. Hit stun is what allows combos to form—you hit an opponent with one move, and they are frozen by a few frames of hit stun during which you can follow up with another attack. Example: Ryu jumps in deep and hits Ken with a j.HK. The hit stun from the j.HK gives Ryu enough time to land and connect with another attack, such as c.MK, before Ken can retaliate or even block. The combo is born. |
| Hyper Armor |
| Hyper armor allows a character to get hit by an attack from the opponent without incurring hit stun, being knocked down, or otherwise interrupting the hyper armor-affected character's actions. Example: Ryu performs his Focus Attack by pressing and momentarily holding MP + MK. When the Focus Attack is charged, Ryu gains temproary hyper armor properties—if Ryu is attacked during this Focus animation, he will take the hit but continue executing the Focus Attack. Because of hyper armor, the attack is not interrupted as any regular attack would be. |
| Invincibility Frames |
| Animation frames, usually part of a special or super move, during which the character is invincible and will pass through attacks from the opponent. Example: Ryu's Shoryuken uppercut has invincibility frames at the start of the move. If Ken throws a Hadoken fireball at Ryu, Ryu can execute a Shoryuken and use the invicibility frames to pass through the fireball without being hit. |
| Jump-In (Attack) |
| A jumping normal attack launched after jumping toward an opponent, connecting on the downward arc of the jump animation. Example: Ryu jumps toward Ken and on his way down from the jump hits Ken with a j.HK. A jump-in attack is a typical combo setup. |
| Jump-In Deep |
| A slight modification to a typical jump-in attack. Jumping in deep essentially means waiting longer on the downward arc of the jump to hit the attack button, resulting in hitting the opponent in the legs with the jumping attack. |
| Meaty (Attack) |
| The other side of a a "wake-up" situation, a meaty attack seeks to hit an opponent immediately as they wake up from a knockdown. Example: Ken knocks down Ryu with a c.HK and just as Ryu is standing up, Ken jumps at Ryu with a meaty j.HK. |
| Negative Edge |
| For normal moves, pressing and releasing an attack button acts as just one input. However, for special and super moves, pressing and releasing acts as two separate inputs of the same attack button. This is negative edge. Example: If you press and hold HP with Ryu and no directional input, you will get one punch attack. If you then release that HP button with no directional input, nothing will happen. If, however, you input the motion for a Hadoken and release the HP button at the end of it, the release of HP acts as a button press to complete the Hadoken input. We promise, it's useful. Because of negative edge, you should always press and release an attack button when you're trying to execute a special move—since it acts as two separate inputs, you're more likely to correctly time the input for the special attack. |
| Normal (Attack) |
| A normal attack is any attack that does not require special directional inputs to perform. There are some exceptions, as many characters have normals that are modified with directional inputs but are still not special attacks. The defining characteristic of a normal is that a normal cannot cancel another normal. Example: As Ryu, pressing the HP button with no directional inputs performs a normal Hard Punch. Pressing 6+ HP with Ryu will perform an alternate normal attack. |
That which is manmade has within it the seeds of its own destruction.
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