A character change in the middle of a fight.
A game system in which the player forms a team of two or three fighters and then determines their order before the fight begins.
A provocative gesture.
Technical drop. Action to avoid high shots and catches.
Technical jump. Action to avoid low blows and holds.
Usually refers to Throw Teching, a term that appeared in Street Fighter II, which is the act of countering a mug using your own mug. It can also refer to making a quick recovery after being knocked down.
The action of grabbing an opponent in hand-to-hand combat to throw him or her. This action cannot usually be blocked with a traditional guard.
Throw a mug at the end of the opponent's block stun, to give them little time to react. This technique is usually used during an Okizeme, and its name comes from the sound that accompanied the jab/shorts series in Street Fighter II. Often considered cheap, this technique is the base of the chopper's arsenal when the game includes this mechanic.
Ranking the characters in a game in order of effectiveness.
Term referring to the Sagat technique in Street Fighter. This mechanic was initially a bug, before being used intentionally. It consists of throwing an air strike while jumping, so that the strike is performed close to the ground. This is usually done by entering the move command, then pressing the jump button at the same time as the last button on the command is pressed.
A player who automatically plays the clock as soon as he gains a life advantage, to win on a Time Out.
Said when the timer reaches zero and both players are still alive. The winner is then generally the character with the most life, even if some series offer other mechanics such as KoF and its point system. In the rare case where both players have exactly the same amount of life at the time over, the game ends in a tie.
Mode a player whose goal is to win a series of fights in as little time as possible.
Margin of timing in the execution of a technique.
A character who is at the top of the tier list. He usually has more positive match-ups than negative ones.
Refers to a combo that can knock out an opponent with all of their life, without them being able to escape, if done correctly. Can also refer to a combo that removes at least 50% of the opponent's life while stunning them at the end, if they weren't stunned before (allowing the same combo to be rerun to finish off the opponent). The ability to perform this kind of combo can be a glitch, and can potentially make a character Broken. This mechanic can also be introduced voluntarily, requiring total control of a character, a certain amount of resources, and a certain amount of risk-taking to be performed correctly. Infinites can sometimes be considered as ToD, pure ToDs involve complex execution and have no repetition. Unlike infinites, they are generally not considered cheap, except in the case of bad game design. ToDs can be found in Marvel vs Capcom: Infinite and Dragon Ball FighterZ.
Double hit, both opponents are hit simultaneously.
One to two player mode that allows you to train with one character.
Phase that leads to a situation where the opponent is in a position to be caught.
Mode one player whose goal is to perform a series of combos.
A defensive player who mostly crouches to protect himself.
Remaining in a defensive posture for all or most of a match, attacking only when the opponent misses or with reversals. This style of play is usually used when a player has a clear advantage over his opponent and the clock is approaching zero, in order to avoid unnecessary risks.