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•50/50- a mixup between two options (i.e. strike/throw or Low/Overhead) that is unreactable due to their similar startup speed, forcing the defender to read or “guess” correctly while blocking
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•Abare- refers to a situation of successfully “disrespecting” the opponent’s frame advantage by attacking (often by “mashing”)
•Active- the window of an attack animation during which the attack can connect with the opponent
•Aerial Kombo- a kombo string that can only be performed on hit against an airborne juggled opponent
•Aggression- may refer to the forward movement naturally provided by certain moves/strings that can help characters advance in on their opponent; may also be used to refer to a playstyle that revolves around pressuring and/or chip-damaging the opponent with an onslaught of attacks
•Aggressor- refers to the offensive player who is attacking/pressuring the opponent (commonly referred to as the “executing player” in this wiki)
•Air Dash- a special move or command that can allow characters to dash in a given direction while airborne
•Airborne- refers to being considered “in the air” by jumping, performing certain moves, or being juggled/floated by opponent attacks
•Air-to-Air- refers to kountering an airbone opponent with a jumping attack (not to be confused with Anti-Air)
•Ambush- a category of Kameo assist that can be controlled independently of the lead character as long as they are not in hitstun; some select Ambush assists may be possible to execute while in blockstun (i.e. Jax’s “Gotcha Grab”)
•Ambush Cancel- refers to the ability to cancel an Ambush assist into another built-in assist option, usually at the cost of Kameo Gauge (i.e. Tremor “Transmute” options, Frost “Ice Wall” into “Ice Krash,” etc,)
•American Reset- a reset achieved accidentally by dropping a kombo (ideally in MK with the last connected attack leaving the opponent standing)
•Animality- a Finisher that morphs the winning character into an animal to slaughter the loser
•Anti-Air- refers to kountering an airborne opponent with a grounded attack (not to be confused with Air-to-Air)
•Armor- a property given to some moves that allows them to absorb an attack (indicated by a white flash) and receive its dmg without undergoing its hit reaction
•Armor Break- refers to a situation of absorbing an attack’s armor (by landing as many hits as the move has ”hits of armor”)
•Assist- a move/ability performed by the Kameo Partner
•Autocorrect- refers to a situation of a move that inadvertently switches sides being automatically switched around to face the opponent properly
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•Zoning/Zoner- refers to a playstyle/archetype that revolves around attacking from a distance and/or keeping opponents out of close-range (usually with projectiles, long-ranged normals, and/or attacks with pushback)