brawler terminology explained
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.
The act of trying to get your opponent to attack you so you can punish them.
Breaking out of your character’s current animation with another move or ability – good for extending combos.
A tricksy move that makes it difficult for your opponent to decide whether to guard their left or right side.
Typically a part in a match where players are poking one another with long-range ground moves, usually kicks.
The numbers behind an attack animation. Each move has frames for its startup, hit and recovery animations.
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.
The act of launching your opponent into the air, then hitting them to keep them airborne.
A combo or string of low, medium and high attacks that are unpredictable.
To take advantage of an opening in an enemy attack’s recovery animation.
To completely miss your attack. Sometimes used intentionally to bait your opponent.
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.