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
Move with a built-in back step
Ballerina stun
Spins the opponent leaving them standing. Causes wall splat near wall.
Bound
Puts the opponent in a bound-like state. Combo extender.
Chip Damage
Inflicts recoverable damage on block.
Counter Hit Ballerina Stun
On counter hit, spins the opponent leaving them standing. Causes wall splat near wall.
Counter Hit Calf stun
On counter hit, stuns the opponent, guarantees a follow-up hit.
Counter Hit Crouch stun
On counter hit, stuns the opponent, leaving them on one knee for a moment. Guarantees a move after that is not a high.
Counter Hit Hard Knockdown
On counter hit, knocks the opponent down. Does not lead to a guaranteed hit.
Counter Hit Instant Screw
On counter hit, sends the opponent flying for a combo.
Counter Hit Instant Tornado
On counter hit, immediately sends the opponent to a Tornado state from a standing position.
Counter Hit Knockdown
On counter hit, knocks the opponent down. Can lead to a guaranteed hit.
Counter Hit Stun
On counter hit, stuns the opponent, guarantees a follow-up hit.
Crouch stun
Stuns the opponent, leaving them on one knee for a moment. Guarantees a move after that is not a high.
Evasive
Move with a built-in motion that can avoid certain moves.
Fall stun
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.
Floor break
Breaks the floor on applicable stages.
Guard crush
Breaks an opponent's guard.
Hard Knockdown
Knocks the opponent down. Does not lead to a guaranteed hit.
Heat Burst
Attack that activate heat state on a character. Grants 75% of heat energy. Can be cancelled by inputting [b, b].
Heat Dash Launcher
Heat engager that allows you to perform a combo after a Heat Dash
Heat Engager
Attack that activates heat state on a character. Grants full heat energy and restore recoverable health.
Heat Smash
Attack only available to a character once they are in a heat state. Depletes the heat meter.
Homing
Track an opponent moving sideways.
Instant Bound
On hit, immediately puts the opponent in a bound-like state. Combo extender.
Instant Screw
On hit, immediately sends the opponent flying for a combo.
Instant Tornado
Immediately sends the opponent to a Tornado state from a standing position.
Knockdown
Knocks the opponent down. Can lead to a guaranteed hit.
Launcher
Launches the opponent into the air.
Launcher (unless crouched)
As long as the opponent is not crouching, launches the opponent into the air.
OTG
Hits opponents on the ground
Parry
Nullify damage from upcoming attack
Power crush
Armor through an opponent's attack, damage taken is recoverable. Loses to both low attacks and throws.
Rage art
Power attack only available to a character once they are in a rage state, the lesser the health remains, the bigger the damage.
Rage drive
Attack only available to a character once they are in a rage state.
Recoverable Health Eraser
Erases opponent's recoverable health on hit.
Reversal
Counter upcoming attack.
Reversal break
Nullify power crush effect. Noticeable by the sound cue on hit. Since version 1.05, you can hear and see a glass shattering.
Screw
Sends the opponent flying for a combo.
Strong Aeriel Tailspin
Spins an airborne opponent. Frequently used for combo extension before a Heat burst.
Strong Attack Reversal
Can counter elbow and knee strikes, heatbutts, body charges, airborne attacks and weapon attacks. However, loses to throws, unblockables and maximum hold attacks.
Strong parry
Can counter elbow and knee strikes, heatbutts, body charges, airborne attacks and weapon attacks. However, loses to throws, unblockables and maximum hold attacks.
Stun
Stuns the opponent, guarantees a follow-up hit.
Tornado
Combo extender: opponent flips in the air and lands in a bound-like state. Usable against the wall.
Unique
Only once per match move
Wall bounce
Makes an opponent bounce against the wall.
Wall break
Causes a wall break on hit.
Wall break (if airborne)
Causes a wall break on hit if opponent is airborne state.
Wall crush
Pushes an opponent against the wall, leaving them at a frame disadvantage from a crouching position.
Weapon attack
Cannot be low parried.

States

(Opponent face down) from the left
(Opponent face down) from the right
(Opponent on back) by opponent's side
After successful parry
Approach airborne opponent
Approach crouching opponent
Approach opponent
Approach opponent from behind
Approach opponent from left side
Approach opponent from right side
Back facing opponent
BT
During Heat
During Ki Charge
During Rage
During front hit on ground
During opponent wall stun
During sidestep
SS
During takedown
Time with opponent attack
Time with opponent kick
Time with opponent left kick
Time with opponent left punch
Time with opponent low attack
Time with opponent punch
Time with opponent right kick
Time with opponent right punch
Time with opponent throw
When Heat activation available
While crouching
FC
While opponent is down
While opponent is face down (by opponent's feet)
While opponent is face down (by opponent's head)
While opponent is on back
While running
WR
While running (two steps or more)
While standing
WS
during close range hit on ground
on counter hit
on hit
on hit or block
while down and facing up