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List of fighting game terms
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List of fighting game terms

The terms listed below are primarily for versus fighting games .

;2-1 combo : A 2-1 combo is a combo which takes advantage of the fact that in certain games after executing a "normal attack" you are able to immediately execute a special move faster then you would be able to execute another normal move. This type of combo is also called a "interrupt" combo. It was the first type of combo ever seen in a fighting game, and first appeared in Street Fighter II. ;Aerial Rave : Marvel VS. Series terminology for a chain combo that is entirely performed while a character is airborne. ;Block : When a character is blocking, he is in a defensive state that protects him from being damaged by his opponent's moves (or, in certain cases, softens the damage). Usually there is more than one kind of block (most often 'high' and 'low'), each of which protects against and is vulnerable to different classes of moves. In most games, blocking can be countered by a throw. The same term is known in Japan as guard. ;Buffering

  1. Entering the commands for one move while your character is still in the animation of another move, so the second move comes out as soon as the animation ends.
  2. In Capcom games, buffering a special move into a non-special move so quickly that the special move comes out before the normal move ends (often making a combo).
;Combo : In traditional, 2-D fighter terminolgy, a string of attacks that cannot be blocked if the first hit is not blocked. The word "combo" is also used presently by some 3d fighter fans to describe simply a series of moves which when done in a certain order perform more quickly then when done out of order (also known as a "string"). ;Chain Combo : In 2-D fighters, a combo that involves only button presses of normal, ie. non-special moves. ;Command Move : A simple move, usually performed with a simple combination of joystick and button action. Not quite a special move, but not a normal attack. ;Deadly Rave Super Combo : A super combo in which a player must hit press a series of buttons (traditionally, eight button presses and a quarter-circle move) after execution in order to complete the move. Each button press must be performed with precision timing. Named after the first combo of its kind, Geese Howard's (from Fatal Fury) Deadly Rave. ;Dramatic Battle : A type of fighting game match where two teams of characters are fighting each other, all of which are fighting at the same time. ;Double KO : Both players are knocked out at the same time. Double KOs may give wins to both players or losses to both players. However, both players will lose the match if there are too many rounds played without a clear winner. ;Enhanced Special Move : A special move where attacks can increase in power by using power stored in a super combo gauge. Also known as an ESpecial Move, EX Move, or an ES Move. ;Finish : The method in which a player is knocked out. For example, a player knocked out by a special move is called a special finish. In Mortal Kombat, a finish is also the method of finishing your opponent when the match is won (also known as an -ality). ;Four-Button Fighter : A type of fighting game controls that uses punch and kick buttons of two different strengths, typical of The King of Fighters series of games. ;Guard Break : The action of performing an attack which is blocked, but leaves the blocking player open to further attack. Also known as a guard crush. ;Guard Meter : A gauge that drains as a player blocks attacks. When it completely drains, the player is guard crushed. ;Hunter Chain : In a 2D fighting game with controls similar to Street Fighter, this is a type of chain combo where any punch can combo into any kick, and an attack of lower strength can be comboed into an attack of higher strength. The name is obtained from Night Warriors - Darkstalkers' Revenge (Vampire Hunter - Darkstalkers' Revenge in Japan). This is sometimes known as "the chain combo". ;Juggle : A combo in which the victim is hit multiple times in midair. The move used to start the juggle is called a 'launcher' or 'floater'. This was the second type of combo to ever appear in a fighting game, and first appeared in Mortal Kombat. ;Life (Also called energy, health, or vitality) :A character's life is how much more damage he can take, represented by a bar at the top of the screen. When a character's life is reduced to 0 or below, he is knocked out and loses the round. ;Overhead Attack : An attack that hits players who are crouching and blocking, and must be blocked standing. ;Protected Block : A block made just as an attack is about to hit. Protected blocks generally have advantages over normal blocks. ;Pursuit Attack : An attack that hits a character who is lying down on the ground. A combo that contains, but does not end with, a pursuit attack is known as an off-the-ground combo. ;Rage Gauge : A super combo gauge where the only way to gain energy is to get hit. Most commonly used in the Samurai Shodown series of games. ;Ring out : A victory achieved by sending the opponent out of the ring (in 3D games). ;Shotokan Character : A character whose primary moves involve a projectile and an uppercut attack. Named after the supposed fighting style of Ryu from Street Fighter. ;Six-Button Fighter : A type of fighting game controls that uses punch and kick attack buttons of three different strengths, much like that of Street Fighter. ;Special move : A move is simply a fighting technique such as a kick or a throw. Each character will have many moves, each performed by a different combination of joystick movements and/or button presses. A special move is a unique, sometimes difficult-to-perform move that often has an exaggerated or supernatural effect. Some games also include super combos, powerful but costly special moves. ;String : A sequence of attacks. Usually used to refer to strings that aren't combos. This term is usually used in 3-D fighting games to refer to sequences of attacks that execute much faster sequentially then if done out of sequence. ;Stun
  1. A temporary state of helplessness caused by taking a lot of damage quickly. The opponent is usually guaranteed a free hit. Also called daze or dizzy.
  2. Block stun: a short frozen state after blocking a move or performing a blocked move.
;Super Combo Gauge : A gauge that stores power that can be used for later. Named this way as the most common way to use this power is by performing a super combo. ;Super Stock : Once enough super combo gauge is collected, it becomes a super stock. A stock gauge is a gauge where a visual indicator exists to indicate the number of stocks collected. A levelled gauge is a gauge where a portion of the super combo gauge represents a super stock. Super stocks allow players to use super combos and other moves requiring super combo gauge power. ;Survival Battle : A type of match where a player must defeat as many opponents as possible (using the same life bar) before being knocked out. ;Time Over : Typically, players have about a minute to try to knock each other out. If time runs out before one player does enough damage to the other, the player who has done the most overall damage wins the round. This is a time over. ;Weapons Fighter : A fighting game where most or all characters have weapons, and there are gameplay rules that involve these weapons (such as how to disarm and rearm weapons). A very good example of this kind of genre is Mortal Kombat 4, where this feature was introduced in the series. ;Whiff : A move that misses the opponent completely.