Half circle back, performed with the joystick. Order of controls: front, front-down, down, back-down, back.
Forward half circle performed with the joystick. Order of controls: back, back-down, down, front-down, forward.
Combo performed on several of your opponent's characters at the same time in a tag team fighting game, especially when the opponent makes a tag (see Tag).
Posture, the opponent is lying down, head towards your character. Necessary for some ground holds.
The annual meeting of Arcade and Retrogaming lovers, offering, among other things, international tournaments such as Hado (Street 3.3) and Facteur X (Street 2X). This event usually takes place at the Vierzon Convention Centre in France at the beginning of May.
Cancels the animation with a Super Jump. Mechanic that appeared for the first time in the Capcom games.
Big Foot.
Big Fist.
Upward Attacks. Used to hit standing enemies.
The number of frames you have at your advantage when one of your moves hits. A good knowledge of this advantage is necessary to perform combos.
Waiting to see if an attack passes and then reacting by continuing with a combo or special move. Hit confirm can also refer to using a safe attack (a safe attack is one that cannot normally be punished) to see if a player can combo. This is usually done by using quick, light hits and other poke tools. If the attack hits, then the attacker can potentially follow up with their combo. If it is blocked, the attacker can then stop the attack string without punishment. Using hit confirm allows the attacker to avoid putting themselves in a dangerous situation when attempting a combo.
A type of move that includes both a hit and a mug. The mug can only be made if the first move is successful.
Strike zone, defines the action zone of an attack. Behind the aesthetics of sprites in fighting games is the code. This includes hit boxes. They are so named because the windows of virtual space containing individual attacks, but also the collision zones of a player detecting hits, are boxes. For example, when a player makes a forward jab, the area of the attack is a rectangle encompassing approximately the character's arm. If the player does a downward foot sweep instead, the hitbox will be a long, thin rectangle at ground level. Characters also have hitboxes (also called hurtboxes). For an attack to hit, the hitbox of the attacking character must come into contact with the hitbox of the opposing character. It should also be noted that launching an attack or making a move changes your hitbox. Hitbox data is another very important object of study along with frame data. It shows the hitboxes of attacks, but also how the hitbox of a character is affected by the opponent's moves.
Defines the interaction between a Hitbox and a Hurtbox. This has the effect of creating a "freeze" of this interaction (the duration of which depends on the power of the hitbox). During the hitlag you cannot perform any actions.
The length of time, in frames, that a player is unable to act after taking a hit. Combined with the recovery, this tells you whether the attacker will have enough Frame Advantage to follow up with another attack.
Winning a match with only Chip Damages.
A type of combo where each punch can be chained with a kick of the same strength, and where an attack of lesser strength can be combined with the more powerful version of that punch (small fist with medium fist for example), forming a chain. The name comes from the title Night Warriors: Darkstalker's Revenge (Vampire Hunter: Darstalker's Revenge in Japan). Sometimes called Chain Combo, variations exist in many other games, the most common being a two-chain (where only the first rule applies), a three-chain (where only the second rule applies) and a five-chain (where you cannot combine the big fist with the big foot). This mechanic is very present in the X-Men vs Street Fighter and Marvel vs Street Fighter series.
Hurtbox area, defines the area where your character can be hit. If the opponent's hitbox comes into contact with your hurtbox you will be hit.
Also called "fast small jump" or simply "fast jump", a jump that is both short and fast, this movement is found almost exclusively in King of Fighter.