Capcom vs SNK 2/Glossary

From SuperCombo Wiki
< Capcom vs SNK 2
Revision as of 14:05, 29 December 2020 by RenegadeVA (talk | contribs) (Created page with "{| class="wikitable sortable" |- | align="center" style="background:#f0f0f0;"|'''Term''' | align="center" style="background:#f0f0f0;"|'''Acronym''' | align="center" style="ba...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Term Acronym Meaning Notes
2P Cross-Up Glitch A glitch that allows characters controlled by player 2 to get behind downed opponents in the corner can only be setup with moves that leave the opponent downed but their heads facing "out" of the corner, such as blanka's kick throw or Vice's arm whips
Baku Cancel Joe's cancel after the 4th hit of TNT Punch
Block String A series of positive on block or safe moves performed on a blocking opponent to pressure, lower their guard bar, and build meter A block string that cannot be interrupted with a reversal is considered a "true" or "tight" blockstring. One that has gaps that can be reversed are known as "pseudo" or "not true" blockstrings. Psuedo blockstrings done on purpose to earn counter hits are basically what "Frame traps" are
Boxer (character) BX "The american boxer that looks suspiciously like Mike Tyson USA: Balrog JPN: M.Bison"
Chain When normal moves cancel the active or recovery parts of the move into another normal move on hit or block Only Maki, Morrigan, Kyosuke, and Yun have chain combos
Chain (Rapid Fire) When light moves can cancel into other light moves at any point. Differs from chain combos b/c a move can be chained into itself, and can be chained on hit, block, or whiff.
Chicken Guard Air Blocking a move late and low to the ground By doing this, some additional punishes are possible
Chip Damage Damage done by special moves while an opponent is blocking. Not to be confused with Guard Damage
Claw (character) CL "The spainard who fights with a claw and mask. USA: Vega JPN: Balrog"
Counter Hit CH When a move strikes another move during the startup frames, awards bonus damage and hit stun
CvS2:EO EO Stands for "Easy Operation" both a mode in the Xbox and Gamecube versions of the game that allow for easy specials, but also the name for the version itself
Deadly Rave DR Geese's "Dial a Combo" super, also used to describe Rock and Hibiki's similar moves
Delayed Wakeup DWU See also "Tactical Recovery", its when you add 15 frames onto your characters getup animation. Messes with okizeme and setups. Availiable to C, P, S grooves
Dictator (character) DI "The Generalissmo of Shadowloo, and often boss of Street Fighter. USA: M.Bison JPN: Vega"
Dragon Punch DP or SRK Dragon Punch or Shoryuken, is Ryu and Ken's uppercut move The acronym can refer to almost any similar move in the game.
empty jump jumping without performing an attack by not performing an attack in the air, a character skips the landing recovery period, allowing them to go low or, most importantly, block
EX Groove EX "Extra" grooves. Unlockable in the console versions of the game, these grooves can be customized using selectable abilities availiable to all the different groves. Banned in tournament play
Fireball FB Fireball or Ryu and Ken's "Hadouken", performed with a QCF (236) motion also used to refer to any characters projectiles, and is the shorthand name for the QCF motion.
Footsies
Frame What all fighting game moves are measured in. Normally, there are 60 frames in a second in most if not all fighting games.
Frame advantage/disadvantage
Fuzzy Guard
Guard Cancel Attack GC or AC Aka "Alpha Counter"
Guard Cancel Roll or "Counter Roll" GCR
Guard Crush When the guard gauge reaches 0 from blocking too many moves in a short time, the character will reel back, and will be vulnerable for about 1 second.
Instant Air Reversal IAR move that's off the ground frame 1 These moves allow the defender to get hit into an air reel if the attack does a meaty attack, possibly causing an advantageous situation. Also if they are special moves, the resulting roll cancel cannot be thrown out of startup
Instant Overhead IOH Instant Overhead move that hits high on the first frame or very quickly soon after. Mostly done by jumping attacks that hit taller crouching enemies
Just Defense JD Just Defense
Kara Cancel canceling the first few frames of a normal move into a special move this can allow for extra range or increased meter gain. Commonly denoted by a "~" in notation
Knocked Down KD Knocked Down
Link performing a move so closely after another move finishes hitting that they combo
Low Jump/Small Jump the smaller jump performed by tapping up briefly available only in P, S, N, K grooves. Has additional landing lag when a move is performed in air. Cannot perform specials, supers, parry, air block, or just defense while in a small jump.
Low Profile a move going under the hit box of another move
Meaty having an active hitbox of a move in an opponent as they are recovering from a knockdown or air reel allows for greater hitstun or blockstun
Milkman Nickname for M.Bison in his white color selection
Negative Edge When special and super move inputs register on the RELEASE of a button
Okey-Doke Called "boppa" in Japan, this is using invincible supers without confirming that they will be successful Most common in K-Groove where the supers are "use it or lose it", when the super is safe from punishment, or when a custom combo allows for additional safe mixups
Oki/Okizeme Literally in Japanese "get up" Okizeme (起き攻め) is a term used in fighting games which refers to pressuring the opponent while they are getting up after being knocked down. Depending on the game, there are various possible options a player can make after being knocked down.
Option Selects O/S Inputting a command that will be read multiple ways by the game depending on the situation, preferably resulting in positive outcomes over several different opponent reactions The simplest situation in CvS2 that is an option/select is the one button throws. With Iori, he can throw with forward and punch. If the opponent tries to avoid the throw by jumping, they are unthrowable, and pressing towards and heavy punch won't attempt the throw, he does his close range fierce, which is a pretty good anti air and is safe on block.
Original Combo (JPN)/ Custom Combo (USA) OC/CC The term for A-groove activation combos
Paint The Fence PTF A nickname for Dictator's (M.Bison USA, Vega JPN) custom combo where he "paints" an opponent with repeated Psycho Vanish moves.
Poking
Priority A move having better chances to hit than others Colloquialism, used before hitboxes and hurtboxes were really well understood. Now you could say moves with bigger hitboxes than hurtboxes have high "priority"
Raging Demon (US) or Shun-Goku-Satsu (JPN). RD or SGS Akuma's Level 3 Grab Super Also used to describe any similar supers with rapid button inputs (Morrigan's Darkness Illusion)
Reversal performing a move (preferably an invincible one) directly out of a recovery state
Roll Cancel RC To cancel a roll (LP+LK) with a special move within the first 3 frames. Convers invincibility to the move
RollSuper Literally a invincible super after a roll (LP+LK)
Rush That Shit Down RTSD Overly aggressive gameplay
Setplay "Setup Playstyle" Doing a scripted sequence that results in an opponent having to guess which way to block
ShoSho Nickname for Sakura's custom combo with repeated Sho-oh-kens.
Special Cancel (2 in 1) canceling the active frames of a move into a special move Only certain moves can be special cancelled. Only moves on hit or block can be special cancelled. Cancelling is commonly denoted by "x" or "xx." in notations
Spinning Pile Driver SPD Zangief's special throw performed with a 360+P motion also used to refer to any 360 throwing special move
Super Freeze The amount of time "frozen" after a super flash occurs. Between 3 and 7 frames.
Tech Roll See also "Safe Fall" it's a quick getup to being knocked down. Vulnerable at end. Availiable to A, N, K grooves.
Tick Throw do a normal move (usually a light) to get the opponent blocking, then throw
Tiger Knee motion (TK) TK Down back to Up forward (12369)
Trip Guard The ability to block low upon landing from a jump if you do not perform a move in the air, you can block low immediately upon landing. This is called "keeping your trip guard". If you attacked, you can be hit low on the ground
Turtle Overly defensive gameplay
Wakeup The situation of recovering from being knocked down
Zoning Keeping the opponent at a distance with long range attacks and projectiles
"Save That Shit for Nationals" STSFN keeping important tactics to yourself until you need it to win a big tournament
One Character Victory OCV In team based fighters, beating an opponents entire team with your first character Obviously, every victory by a Ratio 4 is an OCV, but that's kinda cheating.
Frame Trap Allowing small gaps in your attack pattern so that an opponent *can* counterattack, but if they do they will be counter hit

CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori