Other
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Description
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Hold X
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To hold down an action
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Hold X (Yf)
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A way to signal for how many frames you need to Hold down an action if needed (mostly an attack button)
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Press
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To quickly do an action
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Enhance
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To press Block/BL during a Special Move's input spend a bar of meter to Enhance it in some way
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Meter Burn/MB
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Another way of saying Enhance
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Delay/dl.
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To delay an action
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Run Cancel/RC
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To cancel your Run animation into any possible action, not to be confused with Guilty Gear's Roman Cancel which is also abbreviated to RC
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Instant Air/IA
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Also known as Tiger Knee/TK, it is a method of performing a Special Move in the air as fast and close to the ground as possible
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Anti-Air/AA
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Attacks that are good at hitting someone in the air while you are on the ground (For example: An Uppercut)
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Restand
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An attack that forces an opponent from an airborne/juggled state to a standing state
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Armor
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Some Enhanced Special Moves (and X-Rays) will allow you to tank a hit or two and continue your attack as if nothing had happened, except you still take damage from the attack, these state is often called Armor/Armored. A handful of Non-Enhance Special Moves can still be Armored, but they are very rare
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Invulnerability
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Shortened to "Invul" and also known as "Invincibility", the Invulnerable property allows moves to not be get hit or grabbed during their Start-Up or Active Frames
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Invul (Xf)
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A way to signal for how many frame a move has Invulnerability
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Reversals
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Also known as Wake-Up Specials, Reversals are Special Moves used on wakeup to ignore an opponent's Okizeme and escape it, Reversals are usually just Armored but sometimes they can have Invulnerability
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Juggle
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To combo an airborne opponent while you are on the ground
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OTG
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Short for "On/Off The Ground", the OTG property allows Attacks pick up an opponent from a Knocked-Down state that normal moves can't. Only a select few moves in MKXL have OTG properties, these moves will be able to catch: Normal Wakeup, Delayed Wakeup, and Roll Recovert, with reduced damage. In this wiki, it will be shown wether or not a move has OTG properties in their "Move Type" section alongside their Hit Level (For example: Unblockable, OTG)
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Okizeme
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Sometimes shortened to "Oki", Okizeme is the act of running your offense while your opponent is Knocked Down, usually to attack your opponent safely as soon as they get up
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X+Y
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To do two actions at once
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,
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To Link an action into the next
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~
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To do a Special Follow-Up attack (For example: Ermac's: B2~3+4. 3+4 is a Special Follow-Up)
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>
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To Cancel an attack into the next
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▷
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Indicates that you must land on the ground at that point in the sequence (For example: J+2▷112 means that you must land on the ground after hitting J+2 and then follow it up with a string)
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