Frames in which a character returns to a standing position after a knockdown. In 2D games a character is usually invincible during this moment and can follow up with a special move or a chop, while in 3D games the character is vulnerable during this moment.
A player's ability to choose how (or even when in some 3D games) to get up depending on the opponent's actions. This part of the game is very important in 3D games, both to avoid damage, but also to know how to punish an opponent who would have wanted to inflict damage to a character on the ground.
Bouncing a player against a wall to extend a combo.
Technique originating from Tekken, consisting of linking a Crouch Dash with a second Crouch Dash. The main users of this technique are the Mishima (Jin/Heihachi/Kazuya), as this technique allows them to both close in on an opponent, parry most low hits, and prepare to launch their signature Electric Wind Godfist attack, a high-damage launcher that can be chained by juggles. This tactic is very difficult to counter, and it is usually extremely frustrating to play against a player who has mastered it perfectly. Other Tekken characters can wavedash, but their mix-ups are far less interesting than those of the Mishima.
This term may also refer to a mechanic from the Capcom vs series, performed by rapidly alternating between two attack and down buttons. It is possible to chain dash in this way, but it doesn't do anything except get you across the screen faster.
A form of wavedash is possible in Super Smash Bros. Melee, where a character performs an aerial dodge on the ground, triggering it the frame after a jump. This increases a character's movement speed for 10 frames. This advanced technique allows a player using it to launch attacks that could normally only be launched by moving from neutral to a move.
A game where characters fight with weapons, and which includes techniques concerning them such as disarming. The first game of this genre was Samurai Shodown, but the most famous series in this genre is Soul Calibur.
Making a move without hitting the opponent. Although sometimes deliberate (to bait an opponent, raise his super bar, or reduce the recovery time of a move by canceling it with a faster move), it is usually a player error.