Fight­ing talk

brawler ter­mi­nol­ogy ex­plained

Retro Gamer - - STREET FIGHTER: BLOW BY BLOW -

ar­mour

Usu­ally if you man­age to suc­cess­fully land a hit on an op­po­nent when they’re mid-at­tack, their at­tack an­i­ma­tion stops. Moves with ‘ar­mour’ won’t break that an­i­ma­tion when hit.

Bait­ing

The act of try­ing to get your op­po­nent to at­tack you so you can pun­ish them.

can­cel

Breaking out of your char­ac­ter’s cur­rent an­i­ma­tion with another move or abil­ity – good for ex­tend­ing com­bos.

cross-up

A tricksy move that makes it dif­fi­cult for your op­po­nent to de­cide whether to guard their left or right side.

Foot­sies

Typ­i­cally a part in a match where play­ers are pok­ing one another with long-range ground moves, usu­ally kicks.

Frame Data

The num­bers be­hind an at­tack an­i­ma­tion. Each move has frames for its startup, hit and re­cov­ery an­i­ma­tions.

Hit con­firm

To launch string of at­tacks to break through an op­po­nent’s block, then mov­ing straight into a combo. in­fi­nite

A combo that can go on in­def­i­nitely, much to the dis­may of your op­po­nent if you land one.

Jug­gle

The act of launch­ing your op­po­nent into the air, then hit­ting them to keep them air­borne.

mix-up

A combo or string of low, medium and high at­tacks that are un­pre­dictable.

pun­ish

To take ad­van­tage of an open­ing in an en­emy at­tack’s re­cov­ery an­i­ma­tion.

WHIFF

To com­pletely miss your at­tack. Some­times used in­ten­tion­ally to bait your op­po­nent.

Zon­ing

Con­trol­ling the bat­tle­field at mid-to-long range us­ing pro­jec­tiles and out-pri­ori­tis­ing your foe’s own at­tacks.

» [Ar­cade] A game of foot­sies is tak­ing place here, with both Ken and Alex try­ing to hit each other’s foot. The fools.

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