Fighting Game Jargon | Definitions + Examples | Video Essay

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  • Опубликовано: 26 сен 2024

Комментарии • 414

  • @eddventure6214
    @eddventure6214  3 года назад +211

    TIMESTAMPS:
    Notation: 2:36
    Abbreviated Notation: 3:07
    Numpad Notation: 4:27
    Button Notation: 5:27
    Fireball: 6:34
    Reversal: 6:51
    DP: 7:09
    Flash Kick: 7:39
    Motion Input: 8:19
    Charge Input: 8:28
    Rekka: 8:44
    Divekick: 9:28
    Install: 9:43
    Super: 9:56
    Whiff Punish: 10:18
    Sweep: 10:23
    Frame Data: 10:34
    Reverse Beat: 11:22
    Unblockable: 11:27
    Command Grab: 11:34
    Command Normal: 11:43
    Command Dash: 11:56
    Parry: 12:07
    Okizeme: 12:27
    Reset: 13:04
    Abare: 13:10
    Stun: 13:28
    Dizzy: 13:43
    Salt: 13:55
    Touch of Death: 14:02
    Counterhit: 14:30
    Combo: 14:40
    Hit Confirm: 14:48
    Link: 15:03
    Gatling: 15:11
    Tiger Knee: 15:24
    IAD: 16:03
    Option Select: 16:22
    Fuzzy: 16:55
    Vortex: 17:18
    Negative Edge: 17:27
    Tech: 17:45
    Chicken Blocking: 18:11
    Cross-up: 18:26
    Cross-under: 18:40
    Anchor: 18:48
    Support: 19:08
    Hyper Armor: 19:29
    Infinite: 19:40
    Autocorrect: 19:47

    • @danielleballsackguy7374
      @danielleballsackguy7374 3 года назад +6

      Jesus Christ

    • @rhysbutnormal
      @rhysbutnormal 3 года назад +1

      eddie likes his own comment

    • @andrevilaca6469
      @andrevilaca6469 3 года назад

      What is a shimmy? Brian_F says it a lot, but I never understood its meaning

    • @user-un-known
      @user-un-known 3 года назад +4

      Block string/true block string.
      Type of moves which force opponent to keep blocking thus not allowing any interruption. Force as in pushing buttons won't do anything and your character just keeps blocking.
      That allows chip damage. Damage taken even while you're blocking. Supers would usually have more chip damage available, and thus can be used to finish opponent even he's sure to block.

    • @user-un-known
      @user-un-known 3 года назад +4

      @@andrevilaca6469 as I understand it, shimmy is when you walk slightly backward as knocked down opponent gets up in order to whiff whatever he might do as he rises, and immediately walking forward to hit/throw.
      You basically try to preemptively dodge whatever shenanigans your knocked down opponent might do and also try to throw off his timing. Like wake up throw, wake up dp, etc.

  • @theladypalecorn7750
    @theladypalecorn7750 3 года назад +451

    I think a few other good definitions for newer plays would be stuff like Instant Overheads, Pushblock, EX moves, and 50/50’s. Those are just a few that came to mind just as I finished the video

    • @eddventure6214
      @eddventure6214  3 года назад +75

      Gotcha, Thanks!

    • @TheMasterBlaze
      @TheMasterBlaze 3 года назад +26

      Different Types of special cancling would be cool. He talked about negative edge, but that isn't a different type of cancel like say, a Roman Cancel would be or EX-ing a move.

    • @dominicarps715
      @dominicarps715 3 года назад +19

      As a platform fighter there's a bunch of terminology I hear that I don't know, or only think I know but I'm not confident about.
      EX
      Tomahawk
      Sparking/X-factor
      (also other out of game terms involving controllers 'setups' TO's, things like that)
      loved the video by the way

    • @TheAmazingVector
      @TheAmazingVector 3 года назад +4

      @@TheMasterBlaze
      DREAM
      CANCEL

    • @TheMasterBlaze
      @TheMasterBlaze 3 года назад

      @@TheAmazingVector 👌

  • @philiphunt-bull5817
    @philiphunt-bull5817 3 года назад +502

    What you called support I've always heard called assist.

    • @elliotaddler2302
      @elliotaddler2302 3 года назад +74

      I’ve never heard anyone call it support. Always assist

    • @rrteppo
      @rrteppo 3 года назад +63

      @@elliotaddler2302 In game they tend to be called support characters, then the act of using them is the assist. so both terms get used interchangeably.

    • @Beelzeboogie
      @Beelzeboogie 2 года назад +3

      "Striker" seems to see some use as well.

    • @AlienX281
      @AlienX281 Год назад +1

      Same thing

    • @mur7588
      @mur7588 Год назад +2

      @@Beelzeboogie That's mainly because of KoF.

  • @TieTries
    @TieTries 3 года назад +354

    Man, the third strike ost fits almost any fighting game video

    • @quadrodopollock
      @quadrodopollock 3 года назад +24

      Third Strike ost fits anyhing

    • @Artersa
      @Artersa 3 года назад +20

      This type of music is “jungle”. Look into LTJ Bukem or other jazzy jungle if you want similar music :D

    • @DeisFortuna
      @DeisFortuna 3 года назад +4

      Guile's theme goes with everything.

    • @Caercutta30
      @Caercutta30 3 года назад +1

      I hated it.

    • @Beelzeboogie
      @Beelzeboogie 2 года назад

      I reckon the only one better is Capcom vs SNK 2.

  • @amfram
    @amfram 3 года назад +90

    Man really hit us with the terashits per megafart

  • @TheMasterBlaze
    @TheMasterBlaze 3 года назад +261

    This man out here trying to explain what "Fuzzy" means! 😂😂😂 godspeed my dude!

    • @numa2k147
      @numa2k147 3 года назад +8

      I was thinking the same 😂😂

    • @analyticalj8687
      @analyticalj8687 3 года назад +52

      They say the guy who figured out what Fuzzy means is now stuck in the Pentagon

    • @jazaniac
      @jazaniac 3 года назад +23

      @@analyticalj8687 I honestly think it’s called a fuzzy cause nobody knows what it is. It’s literally a fuzzy concept.

    • @dolphinboi-playmonsterranc9668
      @dolphinboi-playmonsterranc9668 3 года назад +23

      @@jazaniac I uaed to know what it meant, but my memory is a bit...
      Hazy

    • @alvin_row
      @alvin_row 2 года назад +1

      @@dolphinboi-playmonsterranc9668 Man I really fell for that one the same way a fish falls for a worm on a hook haha. You could say I got...
      tricked

  • @AnthanKrufix
    @AnthanKrufix 3 года назад +51

    14:10 "Hold our Beers" ~Ice Climbers

    • @lewissteward65
      @lewissteward65 3 года назад +1

      Grab of death

    • @scottybassman
      @scottybassman 3 года назад +1

      idk about you but I think ICs actually do TOD right in Ultimate. Really fucking hard to learn and perform their combos, but also the combos are absolutely insane. ICs in Melee and Luigi in Sm4sh I think are great examples of this being done wrong in Smash.

    • @robhillen8007
      @robhillen8007 3 года назад

      Luigi: fine, but only if you hold mine next

  • @mthsdcs
    @mthsdcs 3 года назад +20

    Hit throw
    Juggles
    Cancels
    Unga
    "pressing/pushing buttons"
    Pretzels
    Happy birthdays
    Micro-walk
    Just block and push block
    Dodge roll (more of a kof-specific thing, but anyways)
    Counter moves (like with Geese, Dudley and Deadpool's lv3, when you want to get hit)
    50/50
    Mix-up
    Different types of jumps (super jump, hops, etc)
    Jump canceling
    Comeback mechanics (and its own subset of jargon, which could be a whole video in and of itself, talking about the different types of comeback mechanics across different games)
    Rock-paper-scissors
    Match up
    Neutral
    Footsies
    "playing lame"
    Side-step
    KBD, EWGF, holds (dunno if too specific to their respective franchises to even be considered a fighting game jargon)
    Wall bounce
    Knockdown
    Hard knockdown
    Ground bounce
    OTG
    Launcher
    Counterpick
    Cinematic super
    Overhead and instant overhead
    Ratio
    Taunts and "functional taunts" (or whatever the fuck taunts that buff your character are called, because I actually don't know)
    Strings
    Compiled recommendations from other comments with some of my own. I wrote everything that came to mind, so some are very basic and self-explanatory. I may add some more later (or not).

  • @kingkrispy5289
    @kingkrispy5289 3 года назад +45

    “There’s nothing to binge” he said, yet he grants us with this fat slab of KNOWLEDGE

  • @imoj
    @imoj 3 года назад +88

    One thing that would help is putting some definitions before others, that and explaining that meaty is both an action (hitting someone as close to their invul dropping) and a measure (how tight your timing was)

    • @fakeigniz13
      @fakeigniz13 3 года назад +1

      If you're timing isn't tight it wasn't a meaty

  • @raulphilipgoco403
    @raulphilipgoco403 3 года назад +13

    Yes my favourite part of fighting games is the fact that with Numpad notations Combos look like math equations.

    • @alfredoguzman6269
      @alfredoguzman6269 3 года назад +2

      Your icon goes perfectly with your sarcasm. I understand that numpad notation bridges language barriers, but when inputs look like algebra, its gonna be off-putting to new players of a fighting game. Moreover, until you memorize the the motion your hands make rather than the numbers for the input, you would have to mentally invert some numbers, for example an input with a 6 would be right on the controls, but not necessarily towards the opponent. "Forwards" is means forwards but 6 will have to be replaced by 4 depending which direction your character faces. Its a good thing tgat in-game, motion icons are for display.

    • @raulphilipgoco403
      @raulphilipgoco403 3 года назад +4

      @@alfredoguzman6269 yup and it even looks more like algebra when you play Fighting games the use A, B, C, and D(ie the main game I play Melty Blood Actress Again Current Code)I know what they mean but it took a while, hell I even memorised a combo using them(I.E 2A>2B>2C>5C>J.b>J.C>J.b>J.c>214C.). I do a bit it is a bit easier to write using them

  • @sakabato24
    @sakabato24 3 года назад +37

    Wavedash - A movement option with the ability to dash and to cancel the dash animation making one safer while advancing in or retreating. (Marvel/Melee)
    Plinking - A technique used on controllers inputting a certain button and immediately afterwards pressing that same button and another button at the same time (usually within a frame of each other).
    Double Tapping - A technique on controllers to press the same button twice within a few frames of each button press. Benefits usually include having multiple button inputs show to ease some execution of certain moves. Also helps that double tapping gives most games 4 inputs (button press, negative edge, button press, negative edge), giving you a big window of leniency for some execution of motions or links.
    Pianoing - A technique used for mostly mash attacks. The technique where you roll your fingers on a stick/pad similar to a piano to get a mash attack out on a certain button.
    JC - Jump Cancel - The ability to cancel a move into a jump.
    AA - Anti-Air - The ability to catch the opponent that is airborne with a button or special
    Cheap - Usually subjective, a very strong option that has little drawbacks.
    Broken - Very similar to cheap, but has no drawbacks. Also very subjective.
    Lame - A certain playstyle that is very passive and defensive. Zoners/Turtlers
    Rushdown - A certain playstyle that's very aggressive and is mostly in your face wants to the knockdown as often as possible. (Unga Bunga)
    Yomi - The ability to read your opponent. (Direct Japanese translation is to read)
    Low Crush/High Crush - Moves that have the ability to go over lows (Low Crush) or go under Highs (High Crush)
    Jailing - The ability to get your opponent to get stuck in a certain guard (MK)
    These are the ones that come up in my head.

    • @Sylvergunner
      @Sylvergunner 3 года назад +6

      Pretty sure tekken also has wavedashing
      It literally originated from there iirc

    • @illgeteverythingback
      @illgeteverythingback 3 года назад +1

      @@Sylvergunner well of course, but those are just examples

    • @MetaNiteFM
      @MetaNiteFM 4 месяца назад

      I’ve also heard Jailing called Blockstun, as in you’re not purposely blocking anymore, so you don’t know when you’re safe to press buttons again

  • @herehavesomedirt.5855
    @herehavesomedirt.5855 3 года назад +31

    I just can't wait until this guy becomes famous

  • @daikaji3833
    @daikaji3833 3 года назад +7

    I'd argue that Support is a character in a tag-team game that you use primarily for their Assist, and an Assist is what you've described as Support. Really good video, and props to you for giving credit to other content creators when appropriate!

  • @ThundagaT2
    @ThundagaT2 3 года назад +8

    Probably some more to add:
    Superjump
    Empty jump
    Hit grab
    Crumple
    Burst (for the games that have burst tech options)
    Footsies
    Spacing (can probably go with footsies)
    Tick throw
    Damage/hitstun scaling/proration
    DHC (for tag team games)
    Happy Birthday
    Read
    Stagger/Frame Trap
    Looks like a pretty good list to me though

    • @gildas7200
      @gildas7200 2 года назад

      wtf is this dictionary

  • @BlondeMcGuinn
    @BlondeMcGuinn Год назад +1

    I’m getting back into fighting games after playing them years ago before all this jargon existed. Thank you for the information! I still don’t know what “50/50” is, or “meaty”. Thank you so much!
    Edit: And “mixup” too. I hear that a lot.

  • @fakeigniz13
    @fakeigniz13 3 года назад +1

    Fuzzy gets used for a bunch of things, sometimes incorrectly.
    It stems from Fuzzy Guard, which is switching between standing and crouch guard. The meaning and implications of this vary between games.
    In some 3D fighter's and NRS games it usually means that you can block a mixup by switching. E.g. you can fuzzy the overhead
    A fuzzy guard setup is when switching between standing and crouch block is what actually gets you hit, often because of a glitch. Some instant overheads work like this, you jump in with a jumping attack and then you jump again with an attack that will hit someone who switched to crouch guard.
    The short of it is, fuzzy usually refers to switching between stand and crouch guard.

  • @tanyaharmon6739
    @tanyaharmon6739 3 года назад +14

    Killing it with this content dude

  • @maxfuld8678
    @maxfuld8678 3 года назад +3

    great vid!
    some potential terms:
    sex kick
    amplifying/EX moves
    custom combos
    priority
    also (I know theres a ton) but another definition of fuzzy is when your character gets hit when it looks like they shouldn't because their hurtbox and animation aren't synced. it happens a lot in SFIV and SFV

    • @maxfuld8678
      @maxfuld8678 3 года назад +3

      also hitbox, hurtbox, and disjoint

    • @maxfuld8678
      @maxfuld8678 3 года назад

      oh and happy birthday combos

  • @XONTH1
    @XONTH1 3 года назад +8

    Always with the great videos Eddventure. I'm thinking about starting my own Fighting Game oriented videos!

  • @Point5_
    @Point5_ 3 года назад +2

    Small correction: in smash, there’s no really one hit armor, only ryu and ken’s focus attack. So we just call it one hit armor.
    Instead there is heavy armor and super armor. Heavy armor is armor that won’t put you in hitsun if you are hit by an attack but it has a barrier which it can break, sometimes percents, sometimes knockback. Super armor is armor that has no barrier

  • @TheLordDai
    @TheLordDai 3 года назад +16

    Don't forget street fighter exclusive jargon for the punches and kicks (jab, strong, fierce, short, forward, roundhouse)

  • @randomguyontheinternet1901
    @randomguyontheinternet1901 3 года назад

    A smash definition for tech.
    -Getting knocked into a wall, floor, or ceiling and pressing the sheild button to prevent yourself from bouncing off said surface.

  • @JellyfishLive
    @JellyfishLive 3 года назад +2

    Just a little thing related to Tekken. In Korea and Japan they actually use lp rp lk rk instead of 1 2 3 and 4 for their notations.
    For directions they just use numpad notation, so a df1 would simply be a 3lp

  • @beastoonline1991
    @beastoonline1991 3 года назад +2

    The flow of this video is on different level and much appreciated.

  • @kikasuru3826
    @kikasuru3826 3 года назад +8

    I'd personally say to add the fact that most games with Gatling go A>B>C, and then move Rebeat after.

  • @novemberbravo6194
    @novemberbravo6194 2 года назад

    Omg thank you SO much for taking the time to put this together. Im a massive GG fan but I know next to nothing about the technical side of fighting games, and I’m trying to learn. This video, which I’ve referred back to like once a week for the last several months, has been immeasurably helpful. Seriously, I can’t thank you enough, your efforts have let me go from staring slack-jawed and dead-eyed at Dustloop to actually kinda sorta maybe starting to understand what some of the move descriptions mean. I wish I could give this 100 likes, seriously.

  • @LoudButtons
    @LoudButtons 3 года назад +1

    So with fuzzy the definitions I know mainly fall into two categories and are applied differently. Fuzzy guarding is mostly a 3D fighter concept in which you switch from high to low block during an opponents string to block lows and duck highs, while also being safe from mids. On offense a fuzzy is going from an attack that your opponent must block standing and then using an instant overhead. In most 2d fighters when you go from high to low block your block state changes instantly but you hurtbox will still be standing for a couple frames. This makes instant overhead jumping attacks that would normally whiff able to hit because they get you during the transition. Adon from SF4 is a great example of this as it is a big part of his gameplan.

  • @chimericalical
    @chimericalical 3 года назад

    -Just frame/Just attack
    An attack that requires specific timed inputs to work and/or have special properties. Setsuka in the Soul Calibur series has MANY of these attacks. 1A:A:A (by the way in Soul Calibur notation writing a “:” between an input means the timing is a just frame) is a just attack that’s 3 horizontal strikes that do a decent amount of damage.
    In Soul Calibur V the window of timing for aPat (basically setsuka) is 3 frames. 1A then 21-23 frames later press A and then press A 43-45 frames from the initial A press (they’re spaced 22 frames apart and if your 1 frame slow or early the game is okay with that.).
    If you don’t press the button within the time window you get 1AA and the 3rd attack never happens.
    There’s also 2143a:B with the same characters. This attack is faster as a just frame, does more damage, has more hit stun, and less ending lag than the normal version.
    For the just frame version you have 5 frames to input the move.
    Frame 1: 2
    Frame 2: 1
    Frame 3: 4
    Frame 4: 3+a
    Frame 5: B
    If it’s done any slower that the 5 frame fastest possible input for the move you will get the normal attack.
    -Wall splat
    Found in 3D fighters like Soul Calibur and Tekken. A wall splat is exactly what it sounds like. Certain moves have the ability to wall splat. If an opponent is knocked into a wall by an attack that wall splats they take extra damage from the wall and will be in more hit stun and in a crumple state that allows for combos to be extended.
    In SCV you can only do 2 wall splats per combo before the opponent will no longer have an exaggerated delay allowing combo extensions (the damage still happens).
    -Wall bounce
    Similar to wall splats. But this is often in vs style 2D games and not in 3D games as often. It is exactly what it sounds like. Some attacks in games like Ultimate Marvel vs Capcom 3 wall bounce.
    This causes a player to smack a wall and bounce off of it allowing for a combo extension. Similar to wall splat most games with wall bounce have a limit of how many times it can be done in a single combo.
    -OTG
    Off the ground. This is not commonly used to describe moves in 3D fighters as its common in 3D fighters that any low attack is also an OTG.
    This is used for 2D fighters to describe attacks with properties that can attack a grounded opponent. These attacks are rare but usually lead to very large combo extensions, like Dr. Doom’s standing M and standing H in UMvC3.
    -Knock down
    When a character is knocked down off their feet.
    -Wake up
    The moment a character goes from a knock down state back to a standing or ducking state.
    In 3D fighters it’s the process of standing up after a knock down.
    -Soft Knock down
    A type of knock down that allows the knocked down character quicker access to recovery and wake up options.
    -Hard Knock down
    A knock down by a special attack that causes the knocked down player to wait significantly longer before they wake up and are able to act again.
    Hard knock downs are good for setting up Okizemi or if you’re using OTG’s to extend a combo
    -Wake up options
    The various actions a player can do on wake up. Often used to describe specific actions that can only be performed on wake up such as a dodge roll.

  • @Xeroxthebeautiful
    @Xeroxthebeautiful 3 года назад +1

    Until very recently I couldn't figure out what a meaty was and when I finally figured out what it meant I realized I'd already been doing it intuitively

  • @saintjynr
    @saintjynr 3 года назад +1

    I really appreciate this video. I started taking fighting games more seriously 2-3 years ago, and while I was playing the games for far longer than that so I could figure out that things like 236 was a quarter circle forward because I knew how to do the move they were describing, I imagine a lot of people give up before they try because they cant understand what the guides that show "how to do the cool combos with the cool character" are trying to say

    • @hmd3008
      @hmd3008 3 года назад

      Yeah, for real. Not understanding annotations is a big turn off for a lot of new players. I never seen numbers for movement controls until this vid. It's easy to understand for me as i see it now 623 is a dp motion same as f d df. It was hard enough going from sf to tekken and mk and being above average without having to learn 1234 as square triangle x circle and mentally swapping the correct input in when learning new combos. It's hard for new players to get it, when my brothers playing tekken and im telling him punish with 12 at least, he still dont know what im on about even though i've explained it to him a number or times.

  • @emilygordbort7300
    @emilygordbort7300 3 года назад +1

    I'm trying to learn how to theoretically design a fighting game but i have very little experience with the medium competitively so this video is helping me a lot rn
    I am aware that what I am doing is ludicrous yes.

    • @seryux4788
      @seryux4788 3 года назад

      same. i have ideas for a fighting game and already character design in mind but thats it XD

  • @reikkuza236K
    @reikkuza236K 2 года назад +1

    I came looking for Rekka meaning and i learned a bunch of cool stuff

  • @KarasawaL30
    @KarasawaL30 3 года назад

    You probably already got these since this vid was posted, but:
    Battery - a character in a tag or multi-character fighting game who is exceptionally good at building meter to be spent throughout the match. Usually picked as the starting character.
    Ranbu - A type of super in King of Fighters which involves the character directly rushing at the opponent and performing the super on hit. Heavily punishable when blocked. The term is taken from Robert Garcia from King of Fighters/Art of Fighting, who has a super called Ryuuko Ranbu that functions in this way. Examples from other games include Captain America’s Final Justice or Wolverine’s Weapon X.
    Pushblock - being pushed back as a result of having your attack blocked by an opponent, especially in corners.
    Advancing guard - a technique used in many tag fighters where specific button presses while guarding will push the attacker back a great deal. In Darkstalkers this is shared with tech hits, although Anakaris has a unique advancing guard in addition.
    Rage - a state in samurai showdown and k-groove in CVS2 where taking extended damage will put the character in a mode where they deal immense damage and gains access to certain new abilities. Tekken now has a similar implementation with variations to this functionality
    OTG - on the ground combo, I’m pretty sure you’ve already updated with this one.
    Blockstun - the state of being unable to execute inputs due to being in the block state as a result of an opponent’s pressure, often intentionally.
    Awesome video man, gonna share this with my students

  • @KurisuBlaze
    @KurisuBlaze 14 дней назад

    A thing not mentioned about Tiger Knee is that it comes from Sagat's move of that name, which had a motion input that required the extra upwards stick movement, at least in Street Fighter 2.

  • @m_remon
    @m_remon 3 года назад +69

    19:22 About super/Hyper armor in smash.
    We actually have 2 different types of armors and some others that are character specific.
    Super Armor: Can withstand any amount of knockback and damage without fliching or being pushed away.
    Heavy armor: Can withstand only a limited amount of knockback or damage.
    Then we have some special armor (not all are listed):
    Ken's/Ryu's Focus Kick/Punch: they can withstand one sigle attack under a 28 damage(in a single hit).
    King K.Rool's Belly Armor: K.Rool has a "global" heavy armor that he uses in some specific moves, if the armor is broken K.Rool get dizzy, over time the armor regenarates.
    Bowser's Tough Guy: A Knockback heavy armor applied to everything (even walking/standing)
    That's why we can't use just two terms.

    • @Greennoob2
      @Greennoob2 3 года назад +4

      actually, it's an easy theoretical fix. all you need to do is call heavy armour = super armour; and super armour = hyper armour. the problem is that it's difficult to change an entire community's opinion on this and it's not confusing enough. I personally thought ryu's armour was heavy armour and i just called that "armour". idk if it works differently in smash ult though

    • @nazukah2861
      @nazukah2861 3 года назад +2

      @@Greennoob2 I'm pretty sure you are right about the Ryu thing, it's the same type of armor (Heavy Armor), also I doubt the terminalogy would change for super/heavy armor in Smash, the Smash community for the longest time was so isolated from the FGC at large where its impossible to change that term tbh

    • @ballisticboo7808
      @ballisticboo7808 Год назад

      Kazuya also has Tough Guy for some inexplicable reason

  • @God-ch8lq
    @God-ch8lq 3 года назад

    There's a few terms that only make sense in the touhou fighters, which I'd like to elaborate
    BE=border escape, aka the main method of escaping pressure, very punishable
    Hangeki=a system card which is an invincible counterattack, only usable in blockstun
    Coin: a system card that can only be used during blockstun, and pushes the enemy away for a tiny amount, costs 0 cards, so can be reused, often followed by a BE
    Graze=dashing, flight and certain moves can phase through projectiles
    Wisp = a projectile that doesn't interact with other bullets
    LRE = reisen's 5cost spellcard: lunatic red eyes, one of the main reasons that she's s tier
    6C: a bullet that stays on the screen for a long time, fucks up your opponent's plans and dominates neutral, named after yuyuko's 6C (okuu's 6b, and suwako's 22C works the same way)
    Slashy: tenshi alt623, infamous for catching border escapes
    Oki= okizeme, which is a huge part of the game
    SUP: reisen's 6A, an insanely good crossup
    Exodia: iku's 5cost, notorious for draining spirit even when grazed

  • @skyeglasgow962
    @skyeglasgow962 3 года назад

    Some other terms to include in future future videos:
    Hit stun decay
    Autocombos
    Hit grabs
    Guard points
    Floats
    Super jumps
    Kara cancelling
    The concept on universal chain combos really
    Roman Cancelling/Rapid cancelling
    Push blocks
    Instablocking
    Break burst
    Ex moves
    Microdashing
    Spacing
    A lot of platform fighter specific jargon (I think that deserves a separate video all onto itself)
    And more tag fighter specific jargon like assist calls, character switching, DHC

  • @rainer9931
    @rainer9931 3 года назад +2

    Me knowing damn well what all of this means but still watching the video:

  • @wonderfuldeluxe_
    @wonderfuldeluxe_ 3 года назад +4

    First of all, great video! I think you did an amazing job and this is definitely a very useful tool.
    I just wanted to mention, when you talk about fuzzys, usually throw tech OSes aren't called fuzzys, or at least I've never seen it used in that context, it usually refers to blocking low immediately, then switching to stand block to block the opponent every time if they do a low as early as possible, or an overhead as early as possible, or blocking certain strings where you can't vary the timing of overhead/low mix.
    I also feel its important to at least mention that fuzzy has a completely separate and unrelated definition in other situations, where fuzzying your opponent means you hit them while they were crouching with a move that would normally whiff crouching opponents, but you force their hurtbox to stay as if they were standing. I think a lot of players see one definition for fuzzy, then see it used in another context and often get confused, so at least mentioning this should help clear things up.

    • @HeirofDacia
      @HeirofDacia 3 года назад

      Fuzzies have a billion different definitions in different games.

  • @Bigb671
    @Bigb671 3 года назад +2

    Gatling seems guilty gear specific. I generally call them chains and the "magic series" in MvC. Also you didn't mention canceling (canceling the recovery frames from an attack into the start-up of another attack, command normal, special, super, movement (think jump cancel), etc.). Chains/ gatlings are cancels too. Also forgot frame traps (leaving yourself in a plus situation after a blocked attack which will force your opponent to guess. It's pretty much like a less complicated knockdown situation because there are usually less offensive options). I also just call "Support" an assist instead. As for Anchor, you mention that it should be a character that is good solo. This term depends on the game though. In most KoFs, you don't have assist/support so your anchor is usually the character that can make the most out of a lot of meter. This is also because your meter maximum increases as you lose characters in KoF. Reverse beat should also be mentioned right after gatlings because they're just the reverse order. You should also mention that some games such as UNIST allow you to choose any order when using chains (B, A, C or C, A, B, etc.) which is a more freeform version of chains known as "passing link". You should also mention "push blocking. Many games including the GG and MvC series have a mechanic like this. It usually involves increasing pushback distance of blocked moves which gives you more breathing room allowing you to act quicker.

  • @didacticascended
    @didacticascended 3 года назад +3

    I thought fuzzy was a technique of making your opponent block something with high blockstun standing, and then the "fuzzy" happens, because you can use a quick low which they can block or you can do a quick jump attack (that would not connect on a crouching opponent) that will hit overhead if they try to block your low since their hitbox is still in standing blockstun.

  • @sachitechless
    @sachitechless 3 года назад

    Smash terms for armour is interesting because there are technically 4 types of armour in Smash:
    "Super Armour" and "Heavy Armour" refer to specific ways of breaking armour. I can't remember which is which but one is based on knockback (Yoshi's Double Jump) and one is based on a move's damage (Bowser's Forward Smash I think?)
    Then any moves that are invincible in some way are termed "armoured", such as Wonderwing or Palutena's Dash Attack and Back Air.
    Then you have Ryu and Ken's Focus Attack which are what you would normally call Super Armour in that they will always break after getting hit twice, but it's just obviously called Focus Attack since there were already three different terms for armoured moves and this one is only relevant to Ryu and Ken's special.

  • @egmusic1925
    @egmusic1925 3 года назад

    Abbreviated notation also has its fair share of complex notation - For example Pretzel motions and Delta motions as well as Back then forward motions too.

  • @accuser_of_the_brethren7816
    @accuser_of_the_brethren7816 3 года назад

    I'm 35 and have always loved fighting games but am not very good and haven't played any forever but love watching epic matches online because they're almost like a movie (injustice 2/mk11) when two pros go at it. However, I was clueless as to what anyone was saying and embarrassed to ask. This helped SO much buddy, now I'm not in the dark while watching them fight without even knowing what a whiff or punish was. Thanks for this man.

  • @Eggpull
    @Eggpull 3 года назад +13

    i suspect some of these clowns in the comments section might be watching your video in 5x time because it just came out like 5 minutes ago

  • @corn2454
    @corn2454 3 года назад +1

    There's some jargin that I feel new players probably won't know that's important for some of the other definitions. The main ones that come to mind are whiff and punish.

  • @drkmtr9090
    @drkmtr9090 3 года назад

    I think you might be getting the concepts of Jargon (colloquialisms) and slang (a minority [of individuals]) specific specific form of speech mixed up.
    If within my friend group I call the Hadouken the “how do you do Ken?” Theyll know exactly what Im talking about because thats the agreed upon way to reference it in that very insulated setting.
    Jargon, on the other hand, is meant for wider general use. Where if I told you I beat my opponent with a How do you do Ken, there’s a non-zero chance that youd have no idea what Im talking about (unless you were in the previously mentioned friend group). Conversely, using the widely agreed upon jargon of fireball (as you’ve stated) would instantly bring to mind the spammy spam we all know and love.
    Thank you for coming to my unnecessarily long Ted Talk.
    PS: You deserve more subs. Top tier fighting game content

  • @AS34N
    @AS34N 3 года назад

    I don't play fighting games but I enjoy watching them so this was extremely informative. Thanks bro 👌

  • @Lumbambino
    @Lumbambino 3 года назад +2

    Great video, dude! Keep up the good work!

  • @TheSonicfanx1
    @TheSonicfanx1 3 года назад +1

    Ngl, even though I know tech means "technique"
    I always see tech as TECHNOLOGY.
    Thanks RTS.

  • @snakecharmr123
    @snakecharmr123 3 года назад

    footsies, pokes, neutral, zoning, aggro, zoning, passive, dot(damage over time), meter building, difference between highs and overheads, guard break, stun, point/lead, battery/middle man, anchor/main, running the clock, setups, mixes, frame traping, just a few i can think of right now

  • @occultninja4
    @occultninja4 3 года назад

    Fuzzy Guardbreak would be a nice one to explain, as it's usually what people mean when they say "Fuzzy"

  • @jordandaniels1381
    @jordandaniels1381 3 года назад

    Really appreciating this video

  • @TMKDash
    @TMKDash 3 года назад

    Smash addendum about Super Armor, Smash’s systems for Armor (overarching term) are kind of weird, most “Armor” in Smash Ultimate is limited by a certain amount of damage or knockback which is specific to each attack, however some forms of straight up Super Armor still exist. depending on the damage threshold, people can refer to armor as Light or Heavy, however many damage-based armors can have such high thresholds that people lump them in as “Super Armor” anyway.
    Unique Cases include stuff like:
    K. Rool’s Belly Armor: Armor that applies to certain attacks and options that’s only active on K. Rool’s belly. this armor halves incoming damage and had it’s own HP, which if depleted, will put K. Rool in the Shield Break state.
    Yoshi’s Double Jump Armor: Knockback based armor that applies to Yoshi whenever he double jumps.
    Focus: Ryu and Ken’s Focus attacks have damage based armor that increases as the move charges, however it can only block on attack before it breaks
    Bowser’s Tough Guy: A passive knockback based armor that only really matters in terms of Rapid Jabs and other low knockback attacks like multihits, however many of Bowser’s moves also have separate damage-based Armor.
    Kirby’s Stone: An HP based armor that exists while Kirby is in Stone form.

  • @RizyThis
    @RizyThis 5 месяцев назад

    This video proves my dreams of being a fighters nerd can never happen xD i saw the numberpad notations and i was like im done. I came here so i can understand P4U guides

  • @theclaudfather6436
    @theclaudfather6436 3 года назад

    In Smash, a move that can go through one attack is called heavy armor. But a move that can go through multiple attacks or a certain amount of damage is super armor.
    Ryu's focus attack can take one hit before being interrupted, therefore it has heavy armor.
    Ganondorf's Warlock Punch can take multiple hits and but be interrupted, therefore it has super armor.

  • @vidaofficial7483
    @vidaofficial7483 3 года назад

    *Hyper armor move section of the video starts*
    My brain instantly:
    *SCREAMS IN FB D A N Z A I*

  • @Giffsen
    @Giffsen 3 года назад

    That was really good man. I'm still waiting for the supercut/2.0 version of this video.

  • @chesscankill
    @chesscankill 3 года назад +66

    One minor critique I have with the video is that some of the text may be difficult to read for some viewers, specifically the blue-green gradient text. This is especially pertinent with people who are color blind (to the color blue/yellow), or people with generally bad eyesight. One way to fix it would be to make the background highly contrast the text, and/or simplify the colors of the text. Other things I noticed is that you didn't always say the name of the technique, like with the autocorrection section @19:47. This could lead to some newer players being unfamiliar with what terms sound like.
    Also, how dare you disrespect the smash community, we use the terms super armor and heavy armor for what the armor is against. Super armor is for percent based armor, and heavy armor is for knockback based armor. We call any moves that cannot be broken though as invincible (Banjo side-b) , or partially invincible (terry up tilt). Ex. Olimar's down-b is knockback based, allowing him to heavy armor through moves to punish. (Also, don't treat my definition of Smash's weird armor system thing as truth because their are so many weird nuances and opinions with it that I don't fully understand myself)
    Quick question, would you ever consider making a similar mini-video on terms like crew battle, money matches, or things that happen at tournaments (usually grass roots), like thug finals?
    P.S. Good video tbh

    • @thebigcheese5536
      @thebigcheese5536 3 года назад

      I don’t kill

    • @Pigggles
      @Pigggles 3 года назад

      The Colorblind and individuals with poor eyesight will perish.

    • @dazedheart9006
      @dazedheart9006 3 года назад

      I've played smash nearly my entire life, and I know Banjo Side-B is correct. Snake's Up-B is percent based if I'm not wrong (maybe 8% or something like that), while Bowser's Tough Guy ability is knockback based. I know we call Bowser's Tough Guy Super Armor, but I'm not sure what we call Snake's Up B.

  • @noelle5592
    @noelle5592 3 года назад

    Haven’t finished the video yet, but props on you for putting DnB music in the background, that stuff is sick!

  • @eesherstubbs
    @eesherstubbs 2 года назад

    I literally had no idea what DP meant now I know thanks

  • @Shining4Dawn
    @Shining4Dawn 3 года назад

    As far as I know, an option select is like when you hit P and H together to throw in Guilty Gear, which allows you to throw if you're in range or just whiff a punch if you aren't. That helps keep your throws safe.
    I was sure that fuzzy is when you block in a way your opponent can't tell if you're crouching or standing in order to make them perform an unsafe move.
    And lastly, Gatling is the official name given by Arc System Works to what Marvel players called the magic series before GG came out. It's a combination of buttons, specific to the game, which performs a combo string based on normal canceling. A magic series or gatling is usually a universal feature that is common to all characters in a game.

  • @CacoPholey
    @CacoPholey 3 года назад +1

    I feel like something that could be explained in a potenial revision should be the concept of "respecting" a move or option

  • @iliakatster
    @iliakatster 2 года назад

    This is a great video but I think some really important core basics are missing, like grab/throw, throw tech (would put separate from tech next to grab), highs/lows/mids, anti-air, bait, dash, back-dash, air-dash, jump-in, crouch and stand block, safe on block and their use. (Grab to break through a guard, jump ins go over projectiles, anti-airs beat jump-ins) They're super important for beginners to understand, are universal to characters, and would help put concepts like DP and Command grab into context.

  • @claudiomonteverdi847
    @claudiomonteverdi847 3 года назад

    great vid!
    supports are also called assists
    the first character in a tag team game us usually called point
    and here is a thing about the fgc i love:
    Option select is used in normal language by the members to mean a specific form of doublespeak where you give a prematch excuse for losing that will also make your opponent look worse in case of a win, ie: "im sleepy as fuck i know i wont play good"

  • @Sundergart
    @Sundergart 3 года назад +5

    Two terms I noticed you mentioned without explaining were whiffs and setplay. Think there was a third one as well, but I forgot what it was.
    Edit: Figured it out. You didn't explain cancels or guard point either. So actually 4 things.

    • @spacenaves
      @spacenaves 6 месяцев назад

      yep. we can get the general idea - i assume whiffing is fucking it up somehow, but there's probably some specifics to that. he did explain cancels at the gatling section though (but did not mention there are also jump and burst cancels)

    • @spacenaves
      @spacenaves 6 месяцев назад

      also pokes

  • @numa2k147
    @numa2k147 3 года назад

    Very very nice video for begginers who are afraid to ask for some guidance. Since that video came out a Fighting game Glossary has been made.

  • @M4TTYN
    @M4TTYN 3 года назад +1

    oh man this video chalk full of MEATY info I'll pass this to anyone who says their new to FG's I come across :)
    hope they don't get lost mid way tho or confused but great video!

  • @nhhuynh3085
    @nhhuynh3085 3 года назад

    Footsies, poke, zone, rush down, gimmick, grappler, air to air, clash, puppet

  • @SpecialFX83
    @SpecialFX83 2 года назад

    Great work on breaking down fighting games
    Hope you do a video on various projectiles, their trajectories, and how they're thrown

  • @CalmEnergy2125
    @CalmEnergy2125 6 месяцев назад

    I just about had a heart attack at the notation section since the arcade stick shown is the exact kind I have lmao

  • @TUZOIVAN16
    @TUZOIVAN16 3 года назад

    In KOF you choose your anchor by how good is your character with bars rather than how good is by himself. Cause in KOF, your point char can use 3 bars, your middle 4 bars and your anchor 5 bars.
    For point, you normally choose a char whos is pretty good even without bars, like Angel.

  • @RowbotMaster
    @RowbotMaster 3 года назад

    Thank you for explaining tech, now I might be able to understand what it means to tech out of something when I hear it next.

  • @bes03c
    @bes03c 3 года назад

    Great video. I am surprised that footsie did not make the cut.

  • @Skel1001
    @Skel1001 3 года назад

    I want to get more into the fighting game community (mainly BalzBlue and Guilty Gear) but. you all are scarily good.

  • @fchurricane8070
    @fchurricane8070 3 года назад

    In the smash community heavy armor is an attack that can take some damage before stopping while super armor can't be stopped (just by grabbing)

  • @dazedheart9006
    @dazedheart9006 3 года назад

    The confusing thing about Smash's armor thing is that Snake's Up B has a damage cap, so moves like Fox Neutral-B or Joker Gun wouldn't one hit it, however it'd eventually do enough damage to get past the 8%. That make this move by logic have neither Super Armor, or Hyper Armor. Pretty sure this isn't the only move as well, also some moves are knockback based. Snake Up-B was just the first thing to pop up in my mind.

  • @alfredoguzman6269
    @alfredoguzman6269 3 года назад

    On the topic of fighting game terms to define, I noticed that the grand majority of the terms related to inputs, moves or scenarios. What about terms that refer to characters or playstyles like Shoto, rushdown, keep-away, Clones, pallette-swap, etc.?
    Also, I think I have an explanation for the whole "smash players use different terms for armor" thing. Back when Brawl was in development, there was a promotional website called something along the lines of the Smash Dojo. When Ike's Up-B, Aether, was detailed, there was a paragraph that stated that it had "super armor", and then explained what super armor is. Considering how popular Smash is to casual audiences, this may have been the introduction of the concept to A LOT of people who don't extensively play traditonal fighting games. Note that they were intoduced to the concept with the term "super armor", not the word "armor" by itself. When different variations of armor appeared in later games, then additional terms were adopted, but "armor" was never used without an adjective. In short, Smash players had a, don't know how to put it, differently colored starting point with armor?

  • @th3pr0fil3
    @th3pr0fil3 3 года назад +2

    Armor is actually very wierd in Smash Bros. because of the different mechanics the game has compared to other fighters, armor is different. There are percentage based armors, which are dependant on how much damage a move deals, and knockback based armors, based off how far an attack can launch you at that given moment. Super armor is just unbreakable armor. We don't have reason to distinguish between Super and Hyper armor as most attacks will armor through all hits possible. The only example I can think of where this is not the case are Ryu and Ken's focus moves, which function like the super armor you described.

  • @robhillen8007
    @robhillen8007 3 года назад

    Technically smash has two types of Hyper Armor: Super armor and Heavy armor.
    Super armor can take an infinite number of hits without flinching, but can be surpassed by receiving high knockback from a single hit.
    Heavy armor, on the other hand, can also take an infinite number of hits, but instead relies on the damage dealt by the attacker to determine its limits of flinch immunity.
    Because knockback scales with damage accumulated, Super armor is able to be overpowered by progressively weaker moves over the course of a match. Heavy armor starts able to be overpowered by weaker moves than Super armor, but is more reliable at later in a match because the damage moves deal stays fixed.
    In either case, you still take damage, but don't get put into any sort of hit stun. Moves that rely on hitting multiple time to hurt you are almost always ineffective because the individual hits are too weak to matter.

  • @HeirofDacia
    @HeirofDacia 3 года назад

    Regarding the flashkick, there's also the fact that it's way stronger against crossups, since it will auto-correct to the proper side, since the motion to do it doesn't need to be reversed.

  • @zik187
    @zik187 3 года назад

    amazing video dude i love this video so much i watched it 8 times now and i will keep watching it forever

  • @JimmyZedi
    @JimmyZedi 3 года назад

    Wish a video like this existed when i first got into fighters. One of the things that caused me a lot of confusion when i was new was what a mix up was, i actually assumed a mix up was what a cross up was because the people i was playing with at the time were hitting me with cross ups as a mix up haha.

  • @theophrastus1493
    @theophrastus1493 3 года назад +4

    9/10, needs more Jimbulus the 3rd

  • @darriusswannegan2561
    @darriusswannegan2561 3 года назад

    Mostly Tekken terms- Crush (high/low/power), Snake Edge, Hellsweep, Hop kick, Floating, Jailing, Flash Duck, and Stepping

  • @rendidatriansyah6103
    @rendidatriansyah6103 3 года назад +8

    I think you kinda forgot to explain "block" as a core term. cause from there rises a lot of term like mixed up, unblockable, or overhead (or stretch into parry)
    also might add, 'blocking differs in each game'. one game needs pressing back (SF, KoF, Tekken, etc) and the other needs a certain designated button (MK)

  • @greenswamponion7330
    @greenswamponion7330 3 года назад

    Set play, mix up, plinking, flowchart, 50/50, pianoing

  • @IlIl00
    @IlIl00 3 года назад

    Haha that was fun to watch. Not sure if I missed those during the video but shimmy and frame traps.

  • @furyberserk
    @furyberserk 3 года назад

    Tech is moreso a precisely timed skill that allows for options/advatages/etc.

  • @Maxler5795
    @Maxler5795 Год назад +1

    I believe you forgot reads. Reads is derived of reading someone "like a book" its when someone understands a person enough that they can predict what the other person is going to do and act upon it, whether its a counter or a punish. Which you also forgot.
    Countering is when you hit the enemy while its doing an attack that hasnt hit you yet. Some attacks are faster than others.
    Punish is when instead of attacking someone is when you wait for the move to finish and then attack theme. It could either be a whiff punish, which you mentioned, or block punish (i think thats the name?) Which is when you plack and _then_ attack. I dont know if this is actually a thing but in tekken when an enemy whiffs and i punish because i evaded by moving towards/away from the camera, i call that a dodge punish

  • @cake7068
    @cake7068 3 года назад +1

    cool video, Eddventure!

  • @OccuredJakub12
    @OccuredJakub12 3 года назад

    OK, I've just skimmed the video, but these are the things that I've noticed:
    - I've heard Fuzzy often referred to as using an instant air normal to either finish a match or, in certain games, to actually do a combo. These attacks are instant overheads, but they're also punishable even on hit, so not often used.
    - Abare could also refer to "violent playing", aka confirming a safe poke with an unsafe followup to throw off the enemy in generally any situation. I guess anything that can be understood as "risky, violent play" could be considered Abare :]
    - I've never heard anyone use the term 'Support', almost everyone just calls them Assists
    - also, if you plan on reediting the video in the future, it might be good to explain Gatlings and Reverse Beats one after the other, since they're so simillar.
    Common things that you hadn't explained in this vid (I know it's a big one, just keeping track for posterity n stuff😉)
    Target Combos
    Battery, aka the intial fighter in a team game whose purpose is to build meter
    Combo Breaker/Burst
    Baiting
    Downloading (when one player knows the other's tactics and can start fighting better based on that)
    Pushblock
    Guard Meter and Guard Break
    Guard Break (the specific definition of it in Marvel team games)
    EX Moves
    50/50s aka Mixups
    Resources, in the broad term

  • @MedioTaffy
    @MedioTaffy 3 года назад

    Good shit yet again!

  • @Joshua-zo9yq
    @Joshua-zo9yq 3 года назад

    I love the MVC2 homage

  • @futabagaming
    @futabagaming 3 года назад

    "A command normal is a move that can NOT be inputted using neutral or down." Axl in the example has a 2S command normal in air, lmao.

  • @selmk8240
    @selmk8240 3 года назад

    IDK why but "Hooooj" is unreasonably hilarious.

  • @gravelrun4028
    @gravelrun4028 2 года назад

    I only know a couple. I know 50/50's, mixups, reversals, vortexes, footsies, anti-airs, BnB's, and button notations. Like 1, 2, 3, 4 in MK games.

  • @ieatatsonic
    @ieatatsonic 3 года назад

    My one comment is that DPs don't often have to be rising OR with a 623 motion. In BBTAG everyone has a reversal button but a lot of people call it a DP anyways, even though it's just one or 2 buttons. Akatsuki in Uni has a DP but it uses a 22 motion. Bridget in +R has a reversal with a 623 motion but it doesn't rise.

  • @SkyBungis
    @SkyBungis 3 года назад

    Not sure if you've gotten this one, but i would like to see the terms "buffer" and "counter-poke" because they come up a lot in discussion around SFV and they are usually used in the same situations. buffer being when you press a button in neutral with a cancelled special move inputted, but the special move will only come out if the button connects with your opponent. counter poke being preemptively pressing a button with shorter range to hit an opponents poke attempt. this happens often when people space out a move that is slightly negative and you can counter-poke their failed attempts at punishing or taking back their turn and buffer a special move behind your counterpoke. idk if that was confusing but i'm certain you know what i'm talking about.