Glossary

Crush

The act of breaking the guard.

Notation

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.