Delay. Slowdown caused by the network. With a ping of 30 ms, this amounts to about 2 frames of delay. In practice, it is often 8.
A move to send the opponent into the air and thus hit him in the air (juggle).
A form of mix-up allowing the attacker to put the opponent under pressure and force him to react if he knows how to counter the original mix-up. The attacker can, for example, delay his low blow if he knows that his opponent is using a Fuzzy Guard.
Also known as energy, vitality or health, it is usually represented by a bar at the top of the screen indicating how much damage a character can take before being knocked out, decreasing towards the centre of the screen in most cases when hits are taken (there are exceptions like Darkstalkers 3). When this bar is empty, the round is lost. Some games, such as Real Bout Fatal Fury, Samurai Showdown or Art of Fighting, have a total life bar consisting of two bars, a classic yellow and a red one. This feature allows the use of certain Super Gauge systems, and other strategic details.
Linking an action is the use of a quick-start move (few start frames) immediately after a slow-recovery move hits, while the opponent is still in hit stun, linking the two attacks in a combo. In general, a combo is done with either a cancel or a link. The difference is that in a cancel, the first hit is interrupted, while in a link, no hit is interrupted.
The repetition of the same sequence of moves within a combo.
A Low Attack is an attack that must be blocked by a low guard. Together with overheads, they are an integral part of the mind-game to start a mix-up.
Downward attacks. Used to hit the opponent standing and crouching.
Not a very effective character, poorly ranked in the tier list.