Characters move on a two-dimensional plane (left, right, up, down) and cannot move into the third dimension. This includes mortal Kombat and street fighter.
A fighting game technique for high-speed, continuous movement that involves pressing two attack buttons with a one-frame difference to cancel a dash
Plink Dash
A special move which is an unblockable, untechable throw that requires a specific input
Command grab
The act of interrupting the animation of one move to perform another, typically to connect attacks into a combo
A cancel
A character whose main gameplan involves their opponent to death. These guys will have some powerful method of attacking from long range, whether it's a projectile or some far-reaching normals, and they'll often have a strong way to move backwards
A subgenre of fighting game where the primary objective is to knock opponents off a 2D stage with multiple platforms, rather than depleting their health bar. This includes Smash Bro's and Brawlhalla
Platform fighter
an advanced movement technique, most famously used in games like Super Smash Bros. Melee, which allows a player to slide along the ground by performing an air dodge diagonally into the ground
Wave Dash
An attack that forces the opponent's current character off-screen and brings in a different character from their team. It is a powerful tool for disrupting the opponent's strategy, eliminating a key character, or setting up a new offensive sequence.
A snapback
Using specific moves to hit the opponent while they are knocked down.
OTG or On The Ground
A style of play that focuses on getting close to your opponent and relentlessly attacking them until they die. It's kind of the opposite of zoning.
Rushdown
A game where two or more characters fight in a three-dimensional space, allowing for movement in all directions, including forward, backward, and sidestepping
A game design element in fighting games that gives the losing player a strategic advantage to help them recover and potentially win the match. These mechanics are often triggered by low health and can include buffs like increased damage, access to powerful attacks, or defensive enhancements. Examples include Tekken's Rage, Street Fighter V's V-Trigger, and Marvel vs. Capcom 3's X-Factor.
Comeback mechanic
A mechanic in team-based fighting games where one character's super move is canceled into another character's super move. This allows for combo extensions and is often used to safely switch characters. While the name originated from the Marvel vs. Capcom series
DHC, or just Delayed Hyper Combo
Usually means when two attacks overlap on their hitboxes on the same frame, but do not collide with any hurtbox.
A Clash
Characters whose primary offensive tools are throws and command throws. Usually move and jump slowly and fight poorly from long distances, but are terrifying when they get close to their opponent and apply their very strong throw-based mixups.
Grapper
Typically known for being anime fighting games the combat takes place in a large, three-dimensional, and open-ended arena, allowing for free movement in all directions. The camera often follows the character.
Arena fighters
A high-speed aerial maneuver that involves a jump followed by an immediate air dash in a downward-forward direction, creating a triangular path. It's used for fast approaches and mix-ups, often to attack from above or land for a low-hitting attack. The technique is most common in games with 8-way air dashing capabilities, such as the Marvel vs. Capcom series
Tri jump
Is the offensive pressure an attacker applies to an opponent who is getting up after being knocked down.
Oki
Hitting two characters at the same time in a team game. This usually happens because someone tried to call an assist but got hit immediately, and the assist gets caught up in the mayhem and has to go along for the ride too. In games like Marvel vs. Capcom 3, you can usually kill both characters if you recognize what's happening
Marry Christmas or Happy Birthday
A character that also controls a secondary entity alongside them. These characters tend to be rather advanced, since learning how to separate commands and strategy for two different characters at once can be a little overwhelming at first.
A Puppeteer
A subgenre of 2D fighters, often characterized by fast paced aerial combat and flashy special moves. This includes Guilty Gear and BlazBlue.
Anime fighters
A special move in fighting games that has multiple parts, allowing the player to continue the attack with successive inputs, often up to three times
A Rekka
A temporary, powered-up state characters can enter, often when low on health, which grants them new or enhanced abilities, stronger moves, or special attacks. Like in Persona 4 Ultimax and DNF Duel. Some games may also use this to describe a permanent, stat-boosting upgrade for characters that must be unlocked through gameplay mainly Bleach Rebirth of Souls or in Roblox battlegrounds games.
Awakenings
Can refer to a window of time where the game allows you to input a move or can also refer to a character attacking empty space with a normal, hoping to cancel into a different attack if it hits.
Buffers
A plan of attack that requires either the element of surprise or a lack of knowledge from your opponent to work. The term can also refer to a character who uses one linear but mostly effective strategy to beat lower skilled opponents, but who loses convincingly, with no backup strategy, when playing against better players who can defend properly.
A gimmick character