The Rage Gauge is a kind of Super Gauge where the only way to fill it is to take damage. It was introduced and mainly used in the Samurai Shodown series. Because of the way it fills up, it gives big bonuses when full, such as a significant improvement in the character's damage output. However, it also has drawbacks: it is not uncommon for it to automatically empty after a certain period of time (the character calms down) and at the beginning of each round. It was thought to be an alternative to the classic Super bar (the first Samurai Shodown had no Super), allowing players to inflict more damage when full.

It also appeared in Capcom vs SNK 2 as the K-Groove Gauge, and in Street Fighter IV as the method for doing Ultra Combos. There is also a Rage Gauge in Mortal Kombat vs DC Universe, but this one is filled both by receiving and inflicting damage.


A term used for any Super that includes a forward dash followed by a series of predetermined, self-executing moves, usually ending with an uppercut or something close to it. They are named after Ryo Sakazaki's Super (Art of Fighting): Ryuko Ranbu.


Reading the opponent's game, which means understanding his style of play and patterns of attack, to be able to predict his next actions based on the current situation. When a player is particularly good at reading his opponent, he is said to have downloaded him.


Frames of recovery at the end of a move, the more there are, the easier it is for your opponent to punish you if your move did not hit.


The time in frames it takes for a character to return to a neutral position after taking or passing a hit (recovery frames start after the last Active Frame).


Exclusive to Street Fighter III: 3rd Strike, a Red Parry is a parry performed during a Block Stun. As the stick must return to the neutral position before parrying again, the time window is much more precise than for a normal parry. The benefit of this type of parry is that it can be executed more safely, as the player starts a Red Parry after a block. There are many cases where a Red Parry can be used to punish an overly predictable opponent much more effectively than a normal parry. However, its very tight timing makes its execution extremely risky. The character flashes an orange-red hue, instead of the bluish hue of the classic parry.


A special type of move that can be combined by repeating the same movement, up to a maximum number of attacks (usually three). For example: front quarter + punch followed by front quarter + punch followed by front quarter + punch. The name Rekka is taken from Fei Long's Rekkaken attack in Street Fighter II.
A Rekka attack can also use a single command sequence. In Samurai Shodown II, Nienhalt Sieger uses front quarter circle + C (Tigerkopf) then front quarter circle + B (Falkennagel) then back half circle + A (Elefantglied) for one of his combos.
A Rekka type character is a character whose main combinations include the use of Rekka moves, having attacks that combine with each other, or even benefiting from a Free Cancel, but whose quantity of techniques will be more limited than the rest of the cast.


Unique mechanic to the Vampire Savior game. Some characters gain a Frame Advantage bonus by chaining a light attack with the same light attack. Generally they gain a bonus of 2 or 3 frames, depending on the move and the character. Furthermore, this bonus does not apply to all characters, nor to all light attacks. Example: Bulleta's small fist has a frame advantage of +10, but if it is followed by another small fist, then its frame advantage increases to +13.


Term used in Last Blade games, whose command is D or forward, low forward + D. A repel reverses the attack, and offers a chance to counter with an attack or a combo. Not only does the player avoid being hit (preventing Cancel and other joys) but also can punish his opponent.
This term is also present in the Soul Calibur series, where it refers to pressing guard and forward when an enemy attack connects, throwing the opponent off balance while providing an opportunity to punish them.


Finish a combo so that the opponent is in a neutral position (standing without guard) rather than on the ground, then immediately follow up with another combo. The first combo does less damage than a full grounding combo, but the second combo will reset the Damage Scaling, and do maximum damage, potentially inflicting more damage than if the player had just done the full combo in the first place. It is even harder to defend on a reset than on an Okizeme after a grounding, as the defender does not have the invincible frames of the reset. In addition, a reset makes it difficult to guess when a combo will end. By definition, it is possible to avoid a reset, making them high risk but high reward actions.
There is another, lesser known type of reset, called an American Reset. This type of reset is absolutely not voluntary on the part of the attacker. However, the moves in the sequence still manage to hit the opponent again, allowing the combo to be completed, while having reset the Damage Scaling.


In the context of fighting games, respect has a loose definition. It commonly refers to an attack/action/technique that requires an opponent to consider it as a threat. If a move is to be respected, it means that the opponent must consider it as a viable action on the part of the other player, and not a negligible technique among those available to the opponent. The moves to be respected are often subjective, and related to the meta of the game as well as the match in progress and the level of the opponent. Respect can also be used to establish a form of hierarchy between a character's moves, with the most used moves (which are generally the most advantageous for the player, see also Bread and Butter) being at the top of this hierarchy. However, a move that is considered weak can also be respected in certain match-ups, or in certain situations where it becomes a character's best option.
By definition, to disrespect an action or move is to think of it as weak, situational, or inferior to other options, usually in the belief that it can be punished in most situations, or simply that it does less damage than another similar move by the character. High-level players tend to assume that they have fewer responses/options to an action requiring respect, while random or untimely use of a less respectable move puts the user at a disadvantage, usually resulting in punishment by the opponent.


Refers to a move that generates an advantageous situation when made in immediate reaction to an opponent's attack. It is quite similar to a Parry.
Sometimes a reversal is simply done when the game considers that an action is performed at the optimal time, giving access to the best possible reward or the best use of invincibility frames. The window of time to perform these actions is usually short. For example, in Street Fighter, if a move is launched at the first possible frame on the clock, it is considered to have a timing reversal. The Dragon Punch is the most common move used as a reversal.
In Mortal Kombat X, a reversal is a command entered right after blocking an attack. It will automatically activate at the first possible frame after the block stun, leaving no chance for the opponent to defend against it.
Reversals can also refer to moves that are specifically designed to be used while the opponent is attacking, but which do no damage on their own. If the opponent attacks during the reversal's Active Frames, within sufficient range of the player, an automatic counter-attack will be launched. The best known reversals of this type are those of Kyo Kusanagi (Nue Tsumi), Blue Mary (Mary Reverse Facelock and M.Head Buster, the latter of which can be combined with special or Super moves, thanks to its juggling abilities). In a simpler way, these are holds that only work if the opponent attacks at the right moment. These types of moves are quite common in the SNK series and 3D games, where they can simply be called Counters. This form of reversal is different from parrying, which merely interrupts an opponent's attack and does not inflict damage. Some games offer options for evading a reversal, but the complexity of performing these actions varies greatly from game to game.


Refers to a victory obtained by sending the opponent out of the ring or the combat zone. These mechanics are mostly found in 3D games, although some 2D games such as Real Bout Fatal Fury contain ring outs, but which more often result in a change of scenery rather than a knockout. A ring out is the only way to knock out a character in the Super Smash Bros. series (with the exception of stamina mode).


A forward or backward roll that allows you to dodge all blows except mugs.


In Capcom vs SNK 2, it is the ability to cancel a roll with a special move. This changes the animation of the roll to the animation of the special move, but the game engine does not reassess the invincibility of the frames of the roll. This means that the first 17 frames of the player's special move are completely invincible, or about 1/3 of a second of invincibility.


In the Street Fighter series and other six-button Capcom fighting games this refers to the big foot.


This mechanic is found in several video games, notably in the Soul Calibur series. When the computer loses to a human opponent quickly, or if the player does not take a certain amount of damage, then the CPU will increase its difficulty by using more effective combos in the next round.


A sprint that is performed in the same way as the dash, doubling the forward or reverse direction.


A slang word from fighting games meaning to play against the same person after a crushing defeat.


Rapidly attacking his opponent, giving him no time to breathe.


A style of play that consists of always going forward and taking risks to put the opponent under pressure and make them constantly hesitate about how you will attack.