Fighting Game lingo
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posted06/03/2011 08:45 PM (UTC)by
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rayden4u2335
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Member Since
04/20/2008 04:55 PM (UTC)
I am making this thread for people looking to understand more about fighting games. Add more terms if you want I don't really care.

Mortal Kombat Notations:
When looking at comb-err kombos for mortal kombat, it is often placed in the numbers 1,2,3,4 these numbers represent the universal buttons on the ps3 or xbox controller

1- square or X (depending on system)
2-triangle or Y
3-X or A
4-circle or B

BnB combos:
Stands for Bread and butter which means your go-to most reliable, high damage, easy to pull off combos you can do in your sleep

Crossups:
Jumping to the opposite side of the opponent. They are less potent in MK9 compared to street fighter but can still be useful against people trying to buffer special moves

50/50 Mixup
Mixup that grants a 50% success rate depending on whether the opponent guesses right. for example: Reptile's acid hand (mid) vs Reptile's Slide (low)

Dash Blocking:
It an important tactic to learn if you're looking to up your MK game. It's when you dash and in mid-dash you cancel it into block. It lets you slowly advance towards the opponent and still block at the same time.

Feel free to add more terms if you wish.
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TheDarkPassenger
06/01/2011 03:06 AM (UTC)
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rayden4u2335 Wrote:
I am making this thread for people looking to understand more about fighting games. Add more terms if you want I don't really care.

Mortal Kombat Notations:
When looking at comb-err kombos for mortal kombat, it is often placed in the numbers 1,2,3,4 these numbers represent the universal buttons on the ps3 or xbox controller

1- square or X (depending on system)
2-triangle or Y
3-X or A
4-circle or B

BnB combos:
Stands for Bread and butter which means your go-to most reliable, high damage, easy to pull off combos you can do in your sleep

Crossups:
Jumping to the opposite side of the opponent. They are less potent in MK9 compared to street fighter but can still be useful against people trying to buffer special moves

50/50 Mixup
Mixup that grants a 50% success rate depending on whether the opponent guesses right. for example: Reptile's acid hand (mid) vs Reptile's Slide (low)

Dash Blocking:
It an important tactic to learn if you're looking to up your MK game. It's when you dash and in mid-dash you cancel it into block. It lets you slowly advance towards the opponent and still block at the same time.

Feel free to add more terms if you wish.


Great thread!

Special Move Cancel aka 2-In-1:

This is when you peform a special move immediately following a normal or canned combo. An example of this would be using Scorpion and inputting 1,1, Spear. If done correctly, the Spear will be unblockable if you land 1,1.


Tech:

Used to describe escaping an attack--commonly used for throw reversals (tech the throw).


Wakeup Attacks:

Used to describe moves executed while rising after being knocked down.


Hit Confirmation:

Though rare in MK, this refers to making a decision on your next action based on whether or not your initial attack was successful or blocked.


OTG:

This refers to an attack that hits an opponent (O)n (T)he (G)round. An example would be Smoke's Smoke Bomb.


Frames:

There are 60 frames in a second (in most fighting games), and these are used to measure the speed and recovery of attacks.

There are several terms associated to frames such as:

Startup:

This refers to the number of frames that it takes for a move to hit your opponent once the game has recongnized your command input.

Active:

These are the number of frames that a move has where it can an opponent. For example (this is for example purpose only, this is not actual frame data), if Kung Lao's Spin has a 5 Frame Startup, and 10 Active frames and an opponent jump kicks you on Frame 4, you would take a hit. However, if the opponent jump kicks you on Frame 8, you would be 3 frames into active, and the spin would connect. In other words, moves can hit for varying periods during an animation--this is measured with active frames.

Recovery:

If a move hits, or is blocked, these are the number of frames after to the point in which you can take another action (this includes remaining active frames).

Meaty:

This refers to having a move hit or be blocked near the end of active frames, to reduce the amount of recovery frames. This commonly gives you frame advantage.


Frame advantage:

This refers to performing a move that on block will have a smaller amount of recovery frames, than the amount of block stun frames that your opponent will experience from blocking the move. It basically means that you will be able to take an action before your opponent can.


Boy oh boy there are a lot of them. We should just pop-in randomly and add some more. It will end up being quite a large list smile
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TemperaryUserName
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06/01/2011 03:09 AM (UTC)
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Good thread. I'll add a couple myself (I'll try to get the definitions as textbook as I can).

Zoning
Space control. Using specials and even normal moves to position your opponent in the most advantageous part of the screen and at the most advantageous distance from your character.

Pokes:
Safe low-damage attacks. They're usually normal moves, but they can also be specials. Used very often during footsies.

Footsies:
This isn't going to be the same in MK as it is in SF, but the broad definition is to move towards and away from your opponent's zone of attack to either A) bait a punishable move, or B) to use a poke. In MK, specials cover such huge ranges, so footsies will usually occur a little outside of jump range. At least for me they do. (EDIT: and for MK, this will include blocking and block-cancelling dashes. You must incorporate block into your footsies! This is particularly important against telepunch characters: you want to use your footsies to to make them THINK you're vulnerable to a telepunch)

Yomi:
There is no one exact definition, but Yomi is how well you're able to predict your opponent's decisions and being able to read patterns in his/her gameplay. For example, doing an unsafe wake-up Mileena teleport because based off the previous round, you've noticed your opponent likes to pressure you after a knockdown. That would be an instance of good yomi.
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rayden4u2335
06/01/2011 03:09 AM (UTC)
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lol yeah educating the MKO community one post at a time!
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rayden4u2335
06/01/2011 02:57 PM (UTC)
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Fuzzy guarding:
Guarding an attack either an overhead or a low and blocking it before the animation of switching block stances takes place
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Spaceman
06/03/2011 12:42 AM (UTC)
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Hey can someone tell me what strings are? And what does it mean to loop strings? And whats a block string example?

Any enlightenment would be MUCH appreciated here.
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TheDarkPassenger
06/03/2011 03:18 AM (UTC)
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Spaceman Wrote:
Hey can someone tell me what strings are? And what does it mean to loop strings? And whats a block string example?

Any enlightenment would be MUCH appreciated here.


Hey there, a string in MK usually means a canned combo. Looping strings usually involves 2-In-1 cancelling a string into a special move that can be cancelled quickly back into the original string. An example of looping a string would be with Kabal:

Perform F+3, 2, cancel into Nomad Dash, cancel Nomad Dash immediately by pressing Back+Block, and then immediately continue the F+3,2. You can loop this indefinitely against a blocking opponent.

A block string is the same thing as a string, but against a guarding opponent. Because the string would connect as a combo, the opponent must block every hit of the string before taking an action.
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Spaceman
06/03/2011 08:45 PM (UTC)
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Thanks a lot man
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