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Glossary
Definitions (using game logic)
A knockdown is a move that change the opponent's status from standing to downed. (with a few exceptions)
A launcher is a move that change the opponent's status from standing to airborne.
A stun is a move that either leaves your opponent standing or crouching.
Types
Backswing blow
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Move with a built-in back step
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Ballerina stun
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Spins the opponent leaving them standing. Causes wall splat near wall.
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Bound
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Puts the opponent in a bound-like state. Combo extender.
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Chip Damage
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Inflicts recoverable damage on block.
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Counter Hit Ballerina Stun
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On counter hit, spins the opponent leaving them standing. Causes wall splat near wall.
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Counter Hit Calf stun
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On counter hit, stuns the opponent, guarantees a follow-up hit.
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Counter Hit Crouch stun
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On counter hit, stuns the opponent, leaving them on one knee for a moment. Guarantees a move after that is not a high.
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Counter Hit Hard Knockdown
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On counter hit, knocks the opponent down. Does not lead to a guaranteed hit.
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Counter Hit Instant Screw
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On counter hit, sends the opponent flying for a combo.
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Counter Hit Instant Tornado
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On counter hit, immediately sends the opponent to a Tornado state from a standing position.
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Counter Hit Knockdown
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On counter hit, knocks the opponent down. Can lead to a guaranteed hit.
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Counter Hit Stun
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On counter hit, stuns the opponent, guarantees a follow-up hit.
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Crouch stun
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Stuns the opponent, leaving them on one knee for a moment. Guarantees a move after that is not a high.
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Evasive
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Move with a built-in motion that can avoid certain moves.
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Fall stun
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Opponent falls flat on their back and quickly rises back up to their feet. Although the animation might suggest otherwise, the opponent recovers in a crouching position.
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Floor break
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Breaks the floor on applicable stages.
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Guard crush
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Breaks an opponent's guard.
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Hard Knockdown
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Knocks the opponent down. Does not lead to a guaranteed hit.
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Heat Burst
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Attack that activate heat state on a character. Grants 75% of heat energy. Can be cancelled by inputting [b, b].
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Heat Dash Launcher
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Heat engager that allows you to perform a combo after a Heat Dash
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Heat Engager
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Attack that activates heat state on a character. Grants full heat energy and restore recoverable health.
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Heat Smash
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Attack only available to a character once they are in a heat state. Depletes the heat meter.
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Homing
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Track an opponent moving sideways.
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Instant Bound
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On hit, immediately puts the opponent in a bound-like state. Combo extender.
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Instant Screw
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On hit, immediately sends the opponent flying for a combo.
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Instant Tornado
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Immediately sends the opponent to a Tornado state from a standing position.
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Knockdown
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Knocks the opponent down. Can lead to a guaranteed hit.
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Launcher
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Launches the opponent into the air.
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Launcher (unless crouched)
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As long as the opponent is not crouching, launches the opponent into the air.
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OTG
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Hits opponents on the ground
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Parry
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Nullify damage from upcoming attack
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Power crush
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Armor through an opponent's attack, damage taken is recoverable. Loses to both low attacks and throws.
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Rage art
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Power attack only available to a character once they are in a rage state, the lesser the health remains, the bigger the damage.
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Rage drive
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Attack only available to a character once they are in a rage state.
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Recoverable Health Eraser
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Erases opponent's recoverable health on hit.
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Reversal
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Counter upcoming attack.
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Reversal break
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Nullify power crush effect. Noticeable by the sound cue on hit. Since version 1.05, you can hear and see a glass shattering.
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Screw
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Sends the opponent flying for a combo.
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Strong Aeriel Tailspin
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Spins an airborne opponent. Frequently used for combo extension before a Heat burst.
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Strong Attack Reversal
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Can counter elbow and knee strikes, heatbutts, body charges, airborne attacks and weapon attacks. However, loses to throws, unblockables and maximum hold attacks.
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Strong parry
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Can counter elbow and knee strikes, heatbutts, body charges, airborne attacks and weapon attacks. However, loses to throws, unblockables and maximum hold attacks.
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Stun
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Stuns the opponent, guarantees a follow-up hit.
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Tornado
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Combo extender: opponent flips in the air and lands in a bound-like state. Usable against the wall.
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Unique
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Only once per match move
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Wall bounce
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Makes an opponent bounce against the wall.
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Wall break
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Causes a wall break on hit.
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Wall break (if airborne)
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Causes a wall break on hit if opponent is airborne state.
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Wall crush
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Pushes an opponent against the wall, leaving them at a frame disadvantage from a crouching position.
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Weapon attack
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Cannot be low parried.
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States
(Opponent face down) from the left
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(Opponent face down) from the right
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(Opponent on back) by opponent's side
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After successful parry
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Approach airborne opponent
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Approach crouching opponent
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Approach opponent
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Approach opponent from behind
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Approach opponent from left side
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Approach opponent from right side
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Back facing opponent
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BT
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During Heat
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During Ki Charge
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During Rage
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During front hit on ground
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During opponent wall stun
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During sidestep
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SS
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During takedown
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Time with opponent attack
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Time with opponent kick
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Time with opponent left kick
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Time with opponent left punch
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Time with opponent low attack
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Time with opponent punch
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Time with opponent right kick
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Time with opponent right punch
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Time with opponent throw
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When Heat activation available
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While crouching
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FC
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While opponent is down
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While opponent is face down (by opponent's feet)
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While opponent is face down (by opponent's head)
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While opponent is on back
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While running
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WR
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While running (two steps or more)
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While standing
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WS
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during close range hit on ground
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on counter hit
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on hit
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on hit or block
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while down and facing up
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