Glossary

A glossary of terms related to fighting games to help some of the new players in the area. If there are terms you feel need to be here, leave them in a comment on this section and they’ll be added.

Keep in mind that most terms that are related to joystick movement (QCF) can usually have the opposite applied. (Quarter Circle Forward becomes Quarter Circle Back.)

DP, SRK, 623 – Dragon Punch, Shoryuken – When the stick is position is moved from forward to down to down-forward.

QCF, 236 – Quarter Circle Forward – When the stick is rolled from the down to forward position.

HCB, 63214 – Half Circle Back – When the stick is rolled clockwise from the forward position to the backward position.

SPD, 360 – Spinning Pile Driver – Full circular motion of the joystick. Typically the motion used to activate damaging command throws.

AHVB – Air.Hyper.Viper.Beam – Instant death-ray used by MvC2’s referee, Cable. Stops all scrubbery and ill-timed assists. Can be chained multiple times for extra damage or to make people cry.

“Hey man, nice AHVB chain. I think you made that scrub soil his Barney panties.”

Counter Hit – When one character’s move interrupts another character’s move by hitting them out of it. Usually increases damage dealt, hit stun and stun value, provided the game records said value.

DHC  – Delayed Hyper Combo. In the Versus series, it describes when a player cancels on character hyper with another. (EX. Sonic Hurricane  xx Proton Cannon)

Frame Trap – Timing normals so that if an opponent tries to counter attack out of a hit or block state, they will be hit, often resulting in a counter hit.

Kara Cancel – Cancelling the first few frames of a normal with a special or throws, tends to increase the range of the moves.

OTG – Off The Ground – Used mostly in the Versus series games to describe when picking up the opposing character off of the ground with a normal, special or hyper.

Pringles – Used to describe someone who is free to mix-ups. Once you pop’em, they can’t stop you.

Reversal – Performing a special move on the first available frame out of block-stun or knock-down state.

This page will be continuously updated and alphabetised.

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