Crush
The act of breaking the guard.
Notation
N =
Non-typed
S =
Spirit
M =
Matter
V =
Void
A =
Ascend
D = Dash
f.X = far X
j.X = Aerial X
CH = Counter Hit
[X] = Charge/hold X
!X = Delayed hit from X move
jcX = jump cancel towards X direction
hjcX = High jump cancel towards X direction
djcX = double jump cancel towards X direction
IA = Instant Air
TK = Tiger Knee input (ex : 2369B)
dl.X = Delay X move
lc = landcancel
O-OD =
Offensive overdrive
Set
Simply multiple games in a row against the same opponent.
Untech
The time before being able to
airtech after being hit by a move while you are in the air, or if the said move launched you.
Hitstun
The time before being able to block and attack when getting hit.
Blockstun
The time before being able to block and start a move when getting hit.
Wrongblock
When you block high a low move or when you block low a high move.
Hitstop
The time during which a character/object is frozen when hitting/getting hit.
Blockstop
The time during which a character/object is frozen when blocking/getting someone to block.
Chicken Block
It is simply the act of pressing 7 to immediately jump backward and block.
Groundtech/Airtech
Action of getting up, either in the air (called airtech), or on the ground (called groundtech). Performed by holding a direction and any key.
Mana/Meter
Refers to the 3 bars at the bottom of the screen, spent when using special moves or supers. For more information see
this page.
Proration/Prorate
Multiplier applied to next attacks' damage in the combo.
Limit
Value that accumulates in combos. When any of the 4 values reach 100%, the combo ends, but the target cannot
airtech.
Title Screen
Refers to the screen shown when starting the game.